Is your feature request related to a problem? Please describe.
ericw-tools gained support for decoupling lightmap coordinates from texture coordinates back in 2024 via _world_units_per_luxel setting. This gets rid of the 1:1 scaling issue between lightmaps and textures that caused lightmap discontinuities when one surface had scaled textures, while the neighboring didn't.
Describe the solution you'd like
Dedicated lightmap coordinates propagated to the shader, the vanilla coords can be easily converted to what otherwise comes from the DECOUPLED_LM BSPX lump so the renderer would not have to deal with old/new, normalized at load time.
Describe alternatives you've considered
Using ezQuake, FTE, QSS(-M) all work.
Additional context
https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii
Is your feature request related to a problem? Please describe.
ericw-tools gained support for decoupling lightmap coordinates from texture coordinates back in 2024 via _world_units_per_luxel setting. This gets rid of the 1:1 scaling issue between lightmaps and textures that caused lightmap discontinuities when one surface had scaled textures, while the neighboring didn't.
Describe the solution you'd like
Dedicated lightmap coordinates propagated to the shader, the vanilla coords can be easily converted to what otherwise comes from the DECOUPLED_LM BSPX lump so the renderer would not have to deal with old/new, normalized at load time.
Describe alternatives you've considered
Using ezQuake, FTE, QSS(-M) all work.
Additional context
https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii