When you convert textured brushwork to a .ase model using q3map2 the textures stay–which is marvelous. A miracle, even. I’m having some trouble getting my .ase models to get lightmapped, though, and after researching the issue (it seems a common problem), I thought of something… would it be possible to write a new spawnflg for misc_model entities along the lines of “force model to get lightmapped” or something like that?
If not, can anybody tell me why model lightmapping would fail even when all the shaders that the .ase points to contain a “map $lightmap” stage?