On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote: > I get the garbled pointer in UT too. Also, the only way I can get > wall/ceiling/floor textures to show up is by disabling lighting altogether > (with "NoLighting=True" under [SDLDrv.SDLClient]). Otherwise I just get > white instead of textures. I had the same thing with q3demo until I set > lighting to "vertex" instead of "lightmap." I get a garbled pointer in > q3demo with lightmap, but I haven't seen it in vertex lighting yet. Does > anyone know what might be the problem with textures and lighting, (maybe a > problem with multitexturing)?
Try disabling multitexture, if you have the Q1 gamedata then I would not mind hearing if it works with twilight with a few different settings. Zephaniah E. Hull. > > --Leif -- 1024D/E65A7801 Zephaniah E. Hull <[EMAIL PROTECTED]> 92ED 94E4 B1E6 3624 226D 5727 4453 008B E65A 7801 CCs of replies from mailing lists are requested. ALL programs are poems, it's just that not all programmers are poets. -- Jonathan Guthrie in the scary.devil.monastery
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