Hello :o
I have a trouble with loading and indexing lightmaps generated by q3map2.
I am writing a game and I use GTK Radiant 1.2.1.1 for designing maps. The problem occurs when I want to load lightmaps for a bigger maps - no one can understand now what i am describing now but look at screenshots:
When I build map in ex. One room or something ‘bigger’ but not huge at all my lightmaps load correctly.


But when i want to compile a bigger map (than that on screenshot nr 1 or 2)
my lightmaps are not properly indexed or the vertices of the map have wrong LIGHTMAP coordinates.
This screenshot shows RTCW game and lightmaps how they should look like:

And I don’t know whats the problem, when i compile small maps everythings looks OK, but for larger maps everything (lightmaps only) SUX :0 :S :X :C :Y
Now I will show you how I extract a lightmap to my game:
This is a source code written in Delphi :x
For all face’s in bsp file do
for i:=0 to high(faces) do begin
typ.INDEX_INFO[i] := faces[i].lightmapID; //now I get Lightmap index for each face
setlength(typ.lightcoord[i],faces[i].numofVerts);
cnt := -1;
//and now I save lightmaps coords to file
for j:=faces[i].startVertIndex to faces[i].startVertIndex+faces[i].numofVerts-1 do begin
cnt:=cnt+1;
typ.lightcoord[i][cnt].x := Vertices[j].LightmapCoord.X;
typ.lightcoord[i][cnt].y :=Vertices[j].LightmapCoord.y;
end;
end;
saveLIGHTMAPFILE(typ,'C:\TEMP\LIGHTMAP.C'); and save the file
type TBSPVertex = Record
Position : TVector3f; // (x, y, z) position.
TextureCoord : TVector2f; // (u, v) texture coordinate
LightmapCoord : TVector2f; // (u, v) lightmap coordinate
Normal : TVector3f; // (x, y, z) normal vector
Color : Array[0..3] of Byte // RGBA color for the vertex
end;
type TBSPLightmap = Record
imageBits : Array[0..127, 0..127, 0..2] of Byte; // The RGB data in a 128x128 image
end;
I know that not all face’s have lightmaps in ex. TEXTURES>COMMON>CLIPWEAP or CAULK or CLIP etc.
But i don’t think there’s a problem with it because all faces that are lightmapped have their own info about lightmap ID or coordinates
And i just load them and this sic problem occurs on larger maps, whats wrong. How q3map2 stores those lightmaps for those larger maps? Help me 
And there is one screenshot out of game ;d;d;d
http://img519.imageshack.us/my.php?image=qq3d2007032719063287da7.gif
