Ideally, I'd just like to specify a texel resolution and have gile[s] pump out the lightmaps with a maximum size per lightmap.
Yes, this is what I meant...!
Lightmaps are linked to materials (or brushes) NOT to model geometry.
Duh... and here I have tried SO hard to minimize the amount of surfaces... so my walls and ceilings etc all use the same material (BIIIG texturemap where I have all the bits)! :/
...But I guess I can duplicate that "AllInOne" material by making multiple copies of the material in LW, like AllInOne_wall, AllInOne_ceiling, AllInOne_floor etc and assign these "intelligently" to the different parts of the level chunks.
But I think that I still need some sort of mechanism (inputbox...) to set the actual texel/meter(unit) resolution for each material when I import my level in?