Just to recap… the reason not to use -filter is because it doesn’t blend between samples that cross lightmap-section borders. q3map2 doesn’t support calculating that, more or less.
A ‘proper’ solution to jagged shadows from an off-axis shadow line is:
A smaller _lightmapscale on the shadowed surface
q3map_lightmapFilterRadius on the light-emitting shader casting the shadow
_deviance and _samples on a point-light casting the shadow
q3map_sunExt and related keyword adjustment on sky shaders to increase the iterations used
Also, -samples doesn’t change the actual resolution of a lightmap, so shadows can still be just as jagged. Think of it akin to building a command map from a 1024x1024 tracemap (-samples 3) instead of a 256x256 one (-samples 1, or no -samples, or -filter used at all), but ending up with a 512x512 command map either way. It’s an optimised FSAA implementation for the lightmap rendering, in over-simplified-and-not-technically-correct terms.
-filter only makes the shadows look blurry, it doesn’t actually solve the underlying problem of a sharp shadow cast at an angle across a low-resolution lightmap. It ‘fixes’ jagged shadows because it smooths out the gradiant of the shadow edge. Getting more samples with jitter from the source light will solve the problem more correctly, which is what the above options do, without causing ‘lightmap seams’ to show up randomly.
And I’ll write an article about this as soon as I finish the article about non-linear blends using q3map2… unfortunately all of the above has to wait, because I just got stiches in my left hand after getting it slashed up nicely while unloading the trunk of the car and having a picture fall on it that had a broken front face of plexiglass.