This is my export map log. As you can see - new lightmap system is a lot more effective - size and speed. Exact cluster surface is the size (surface) the panels "occupy" in a lightmap. It is something like width*height, where width can be any integer number. Real cluster surface is the same, but the nearest powers of two of width and height are calculated and used instead of them. This number is how big would have to be the lightmaps in ogl texture memory - as just lightmaps with power of 2 size can be used. You see - if I would render lightmaps for the old engine I would have to store more than 20% more data. And that's not precise, because current lightmap clusters (buckets) are size optimized. It would do maybe something like 250% effeciency - thus about 130% less memory is used now. 99 Total Triangles 46 Tris in 23 Strips 4,304 avg. strip length 53 Tris in 7 Lists 7,571 avg. list size 0 Tris in 0 Fans 0 Tris in 0 Patches **Lightmap info** No. lightmaps: 7 Total lightmap surface: 458752,000 pixels Cluster surface: exact = 356407,000 pix real = 567296,000 pix Lightmaps effeciency: exact = 77,691 % real = 123,661 % Darryl, I have done the dividing into more single-planar panel list by myself. So please don't do it. Have I mentioned that I have implemented second version textures using JPG data. The engine and editor now save and load original textures as well as new pythian textures with JPG 100% quality compression. The code is originally from you Darryl. The map size went down a lot. 270kb lightmap saves like 15kb. 270kb texture takes about 70kb now in the file. -kk