PinkDot on 5/10/2017 at 22:14
Yep, I've heard about people having problems due to too high-res light maps - but that's another problem.
Perhaps a clever (but rather cumbersome) solution would be to have the most common textures in two sizes. Smaller size (in Dromed, replaced later with high-res using material definition) used on unlit faces of the brush. And high-res textures used in Dromed on shadow critical brush faces - basically wherever light cast shadows. It could save you a lot of light-map size if you had large unlit caves or dungeons etc...
But again - I wouldn't do it just to save on the FM's zip file size, but rather to work around the light-maps size limit.