Hi Aaron, Unfortunately I've just discovered there's a problem in the lightmap generator of L3DT. I'm finding it's creating seams at the very edges of both the lightmap and specular map textures when high res mode is enabled. All this time I'd assumed it was my own engine and so haven't bothered reporting it but after focusing on this issue properly I stumbled upon the problem with the input data.
Luckily, recreating the problem is easy with no changes to the new project parameters required (apart from checking the edge wrapping mode), only a 2x lightmap is needed to show this problem, but it's definitely present in 4x and 16x too. The problem does not appear to occur in 1x mode.
Exporting the Specular map on it's own and using the offset tool in Gimp / Photoshop you will see there is a seam. Generating a light map without specular also has the problem, although it's less pronounced.
Will it be possible to fix this? - I hope it is as making a fully lit texture with at standard resolution seemingly works fine. I appreciate this is bad timing in the release schedule though!
With the wrapping tiling system I'm using it's really important to me that the shading is continuous across world edges. As you can imagine any seam at all is really obvious at ground level