nvm about the last reply, i got it workin now, i copied an example from the SG pk3 file, also, i had to apply on all my surfaces the "hrl" textures i created (
all of em are TGA) with the code:
textures/bx_tex/grass_bx-5gents001_hrl
{
q3map_lightmapSize 512 512
q3map_lightmapBrightness 2.1
qer_editorimage textures/bx_tex/grass_bx-5gents001.tga
// q3map_nonplanar (Tried with and without, not very sure what's for)
// q3map_lightmapMergable (Tried with and without, as i understand it has to do with terrains which i don't use.)
{
map textures/bx_tex/grass_bx-5gents001.tga
rgbGen identity
}
{
tcgen lightmap
map $lightmap
blendFunc filter
}
}
After that i got this:

(
compiled using: -bounce 1, -super 2, -patchshadows)
I've to say its not as "hi-res" as i expected, but it's significantly better than the crappy 128x128 lightmap, totally worth it.
I gave it a test run on my home pc, and everything seemed Ok (
except my lightmaps look very different from Joe's tutorial in many ways).
Then i copied my SG folder to my work pc that has similar specs and i got weird light blobs im sure weren't there before:

I've to mention i've tried it with 512x512, 1024x1024, 2048x2048 resolutions on the .shader file, with no difference whatsoever.
Are this problems related to my hardware? or should i change my light params?, Joe seems to be getting very different results from the same tutorial.
