To clarify the above… take the boundaries of your map, and figure out a power-of-2 combination that, when applied to your map, keeps it under 2,097,152 total, IIRC. Also, a lightgrid brush can be good to define the boundaries if your have, say, a large sky area that your players can’t actually get into, or similair ‘out of bounds’ areas that are still in view. This can DRASTICALLY cut down the physical size of the lightgrid, allowing for much higher resolutions.
As an example, say your map has a ‘playable’ area that is 3072x2048x384 in size. Big, broad, but not too tall. Let’s say there are (nominally) two floors, one at 0, and one at 192, with some ‘obstructions’ that can be climbed up on both floors. Taking that into account, you’ll want a lightgrid Z-value that will make sure there’s no “between floors” bleed-through, so take the largest power-of-2 you can, in this case 64, and use that for your Z value.
That means you have 6 ‘slices’ of the lightgrid vertically, so whatever factor you pick for the X and Y axis can’t (when multiplied together appropriately) be larger than 349525. Now it’s just “plug in the value and try it” time. X/Y of 32 would end up with (3072/32)x(2048/32)=96x64=6144, which is pretty damn high-resolution. In fact, that makes the lightgrid the same resolution as a player model. For even higher resolution, let’s try 16 in this case: (3072/16)x(2048/16)=192x128=24576, that’s pretty good. We’d end up with 147456 total lightgrid points, WAY under the 8MB limit (4 bytes per point, IIRC, ydnar will probably correct me now)
But, if we picked resolution 16 lightgrid for the X and Y axis, but 64 for the Z axis, players could jump up and down with little (if any) change to their lighting, by comparison to the detail granted to horizontal movement. So, we could halve (or even match) the X/Y resolution in this case. If we used a _lightgrid of “16 16 32” with a 3072x2048x384 map, we’d end up with 49152 lightgrid points. If we made it INCREDIBLY high-resolution by most standards, at “16 16 16”, we’d still only have 98304 lightgrid points. And, if you mapped to 16x16 grid throughout, you’d have a lightgrid of approximately the same resolution as your map. Just make sure you have the lightgrid OFFSET by 8 units, so the sampling points end up ‘inside’ your grid, instead of ‘on the boundaries’ of your grid, so to speak. I.E. Base the lightgrid brush at (-8,-8,-8) or multiples of 16-unit offsets from that point for a building grid of 16 units, for example.