Specifically, I’ve been working lately with some textures from Evil Lair lately, specifically the Q2-inspired set, and ran across an interesting situation.
There are some textures with lights on them, that are very localized compared to the texture as a whole. By localized I mean a single 32x64 rectangle out of a 512x256 texture actually has a light on it, and only that rectangle should ‘directly’ emit light.
So I was wondering if there’s an effective way to do this with Q3Map that won’t result in the numerous splits the ‘naive’ but functional solution of using a lit/unlit shader pair and splitting any surface using the texture to only use the ‘lit’ texture on the actual lights?
