I’ve just finished doing some experiments using external lightmaps on a test map. The map has a light projecting the shadow of some caulked “text” so I can easily pick it out exactly the surface I’m looking for.
Results are that _lightmapscale produces more lightmaps when you use smaller scales.
So at the default of 1.0, the 6 or more surfaces in a box room will fit on one lightmap. In fact, they’ll fit in the corner of that lightmap (very small, doesn’t use up the 128x128 map).
At small scales, a surface can have a whole 128x128 lightmap to itself. So if it can, dependent on the scale parameter, the compiler will try to fit as many surfaces as it can into one lightmap.
At a scale of 1.0000, it was mapping 512 world units into 32 pixels (part of a lightmap sharing many surfaces).
At a scale of 0.0625, it was mapping 512 world units into 112 pixels (of a lightmap for that surface only).
Ok, so I think I’ve figured that out. Now onto samplesize, I’m thinking that only has to do with the shadow edges, but I could be wrong. I also think it has nothing to do with q3map_lightmapsamplesize.
Update: After more testing including the samplesize parameter and using either the supersampling or adaptive algorithem on a small lightmapscale, I’ve come to the following conclusion:
-samplesize does precisely ziltch in vanilla Q3.