is vertexlight turned on in-game? Vertexlight boils shaders to a single stage only.
Also, since you have the lightmap as the first stage, you must blend the second stage on it to see the lightmap. Use blendFunc filter, and remove alphaGen lightingSpecular from that stage - which only works with alpha blending functions anyway.
For your third stage, I would change rgbGen to identityLighting so the renderer will darken according to overbright bits so the shine doesn't look so eye-blindingly bright.
Edited 5.57 minutes after the original posting.
"picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled"
The .tga's were saved with RLE compression, could that be the cause?
Edited 16.47 minutes after the original posting.
The engine automatically determines which lightmap is used for map $lightmap. It's a special texture.
The engine should automatically truncate the image file extension to seek whether a JPG or a TGA is available (TGA takes priority).
Edited 1.62 minutes after the original posting.
Edited 2.79 hours after the original posting.
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