Does anyone know how I can force lightmaps to be the same resolution as my source textures. I tried q3map_lightmapsamplesize 1 in my shaders but they are still lower rez on some surfaces. (Altough they are pretty high res on others…) So if you make the repeat of the texture higher the lightmap pixel resolution goes up too, independent of the surface size in world units but linked to the texture space.
Disclaimer:
Yes I know this will probably produce several 100 megs of lightmap data, this is what I want as I want to use them for some unique texturing experiments.
If it’s not possible I will do my own version that can do it :D, suggestions on where to look in the source are welcome then…
Charles
(It’s only a few corridors, and you can only have 2 gigs per process I think…)