I have a concern about texture resolution. I have a 20,000 poly level which is huge. One 256x256 texture will not cut it. One 1024x1024 texture might cut it, but it will stall my graphics card to a crawl. 2048x would look lovely... but my card would run 1fps!
Four 512x512 textures would give great quality and still work fine on my card. Does gile[s] generate multiple lightmap textures like common lightmappers? - for example the quake3 tools do this.
Four 512x512 textures would give great quality and still work fine on my card. Does gile[s] generate multiple lightmap textures like common lightmappers? - for example the quake3 tools do this.