It was so obvious that I didn't checked it. I had already checked the script file for the surfaceparm alphashadow command, but I forgot to make sure that the script file for the model was in the shaderlist.txt.
Hey guys, just doing a level for Quake Live having a problem with the shadow of a default model "models/mapobjects/eagle_bar_strgg.md3". When I compiled it with q3map2, ingame it shows a blocky shadow behind the banner instead of a correct casted shadow using the transparency. In the Quake...