I've run into a big problem that's stopping me from posting what I've been working on recently.
So from what I gather, the mesh editor uses the core texture files that are uploaded, then when you publish, it takes those files and compresses them into .jpegs? I was worried about compression artefacts and colour stripping, so I tried to get around this by saving my textures as .jpegs before uploading, which works fine on most textures, but not my lightmap. The lightmap is a 2048x2048 texture, and spans the entire environment.
The screenshot on the left is from the editor, which looks fine, and the shot on the right is from the actual model viewer, which looks pretty horrendous. This happens regardless of whether the lightmap is uploaded as a .png, .tga, or.jpeg.
Is there any way to control the amount the textures are compressed? Or is there a way around this problem? I realise this is done to load meshes faster on lower end devices, but the lightmap itself is not exactly large (about 2mb), and I'd rather people see a loading screen for a few more seconds, than a broken lightmap.