you can see the ugly effect here. This models are not compiled inside the bsp, they are called by qc like entities.
the image above is a q3bsp and you can see the effect: some faces are totally black. The image below is from a q1bsp, where the problem does not appear (all the lighting of model is based in the "origin"). My idea would be to use a shader to the leaves, to avoid this effect. BBut uses the lighgrid for the tree trunk.
I am not a specialist in dp scripts shaders, so I apologize
I am usign darkplaces engine. This is the shader for the leaves of the tree. I tested all the "cull" variables, and many other shaders for alpha channel with no pòsitive results
Code: Select all
models/tree_leaf
{
cull back
qer_trans 0.2
surfaceparm nolightmap
surfaceparm trans
// deformVertexes wave 128 sin 0 1 0 0.25
{
map models/tree_leaf
alphaFunc GT0
rgbGen vertex
}
}