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Hi!
I made a basic test map with GTKRadiant. I compiled the map in "Ultra sharp shadows + phong shading" mode. I loaded my map in the game, but something is wrong: the edges of the lightmaps are ugly.
A screenshots:
A close-up:
What did I do wrong?
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Escorter
- Newbie
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Hm. Doesn't look that bad to me.
You could try to add _lightmapscale 0.25 or _lightmapscale 0.125 to your wolrdspawn-entity, but i doubt that it gets better this way.
For more info or help regarding q3map2 and compile-switches check out this forum:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=8
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Strahlemann
- Keyboard killer
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The edge of the lightmap is purple, but I don't know why.
I never seen that when I made maps for Quake 3 with the same GTKRadiang and Q3MAP2.

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Escorter
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looks like you have high in-game gamma.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.
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tZork
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