I bet everyone's had enough of the "black hole" lightmap glitch. You just keep updating your map more and more, then 'poof'! - Half of your precious polygons are GONE - they're there, but painted pitch-black despite the big lamp above them. You caulk like crazy to keep it away, but it comes back and frustrates you again. Well, not anymore...
As long as you manage to avoid the glitches that cause it, of course.
As most know, a lightmap is a bitmap painted on the polygons to make them bright or dark in correct places. GZMap doesn't generate it, FSRad does. GZM sends FR info about polygons and light spots, then FR returns a bitmap which is converted nicely and put in the map by GZM.
So, why the black holes?
It's not that obvious, but the GZMap is at fault. FR can't export too big bitmaps - it splits them into a few bitmaps instead. That's where the problem appears - GZMap doesn't handle multiple bitmaps properly.
I don't know which line of source code is screwed up, or what is the limit of bitmap files GZM can handle properly, but I know one thing - GZMap screws up the order of lightmap files if there's too many of them. So, the key to a proper lightmap is SURFACE. You should discard everything you can't see by caulk - because it decreases the amount of lightmap texels to be used on the file. But remember - don't discard faces you can't see, but light can. Caulk does NOT block light - that's the cause of missing shadows that should be casted by some ceiling elements you usually remove the top faces of. Also, if you use radiosity( -light instead of -fastlight, recommended for maps with sunlight or dark corners) light will bounce off objects - also those you don't necessarily see but light rays do reach and it does influence the final result.
I figured that my maps never have blackholes when the lightmap fits into one BMP. How do I know it? Well... I opened GZMap in a hex editor, and enabled the -writebmp 1 key on FSRad.exe call. That way I can see without testing if the lightmap is too bright, too dark, or maybe there's more than one file making it possible to screw up.
So, how to decrease the surface used? For low detailed or terrain maps, you should decrease the lightmap resolution at the FSRad settings(just open the exe itself). Also, as I said before - caulk surfaces that won't ever see the light of day. Also try to make maps relatively small, with sometimes more geometry than flat surfaces(a very large grating seen from afar should be actually a brushmodel with discarded faces, not an alpha texture).
And on the file limit... I think that if it generates 0.bmp and 1.bmp it's still okay. But don't exceed that number, as it might screw up later.
UPDATE:
I checked on something lately... The two things that help might be increasing lightmap resolution, and lowering the per texel ratio.



