1)The light from shaders fade too quickly. This:
- Code: Select all
textures/bevelpit/windowR
{
qer_editorimage textures/bevelpit/windowR
q3map_lightsubdivide 16
q3map_surfacelight 2000
q3map_lightImage textures/bevelpit/pink.jpg
{
map textures/bevelpit/windowR.jpg
}
{
blendfunc filter
map $lightmap
rgbGen identity
tcGen lightmap
}
}
Gives me this:

I can make the light brighter, but all that does is make the upper part of the wall blindingly bright - as in a blank white field with no discernable features at all. And the "just right" region never becomes more than a narrow band. Light objects do not behave this way, and real light certainly does not.
2) Curved walls do not seem to make shadows. Nor do their bevels. The same goes for domes and cylinders. The result is this:

Is there a switch or button I've forgotten to set somewhere?
3) Light on the inside of a dome behaves oddly. I get these strange triangluar / rectangular artifacts, like this:

Again: Is there a setting I've missed somewhere?
4)Textures on curved surfaces tend to get stretched beyong recognition. Like this:

Is there a way to have the textures projected onto the surface from a right angle instead of getting smeared out like this? (another missed setting?)