You should not be using a texture scale of 0.5 across an entire map- it will cause problems with the light stage. Also, dlights will be half the normal size. The best technique for this is to shrink the .wal textures down to normal Q2 size (for Q3 textures, 1/2 scale) and include the originals in JPG/TGA format. All modern Q2 engines will load them and use the .wals as a size reference, making them fit.
Last Edit: Apr 9, 2020 8:55:03 GMT -5 by knightmare