Note: There is a 64-bit q3map2.exe that allows J.A.C.K.
s "normal" and "extra" light options to work for Quake 3 map compiler ... See "64-Bit J.A.C.K. q3map2.exe Compiler (Light Integrated)" link by expanding the (Read More) below link.
This is a 64-bit q3map2.exe map (Quake 3 format) compiler for J.A.C.K. that compiles the Valve Map Format 220 .map files that J.A.C.K. makes. Because it is 64-bit, it can access more than 4 GB of memory and compile gigantic maps.
The q3map2.exe that comes with J.A.C.K. is 32-bit and runs out of memory on gigantic maps. Other versions of q3map2.exe that are 64-bit in other projects like NetRadiant do not support Valve Map 220 .map files and cannot compile the .map files written by J.A.C.K or in some cases (NetRadiant Custom) seem to not handle light emitting textures (skyboxes or textures with radiosity in their shaders) when Valve Map 220 .map is used.
See also: I personally use "64-Bit J.A.C.K. q3map2.exe Compiler (Light Integrated)" version and not this download -- because the J.A.C.K. "Extra" and "Normal" option buttons decide the light options. It depends on preference, but the Light Integrated Version allows switching between Normal and Full Lighting Options by which button you click in J.A.C.K. at map compile time.
--------------
This is a 64-bit q3map2.exe map (Quake 3 format) compiler for J.A.C.K. that compiles the Valve Map Format 220 .map files that J.A.C.K. makes. Because it is 64-bit, it can access more than 4 GB of memory and compile gigantic maps.
The q3map2.exe that comes with J.A.C.K. is 32-bit and runs out of memory on gigantic maps. Other versions of q3map2.exe that are 64-bit in other projects like NetRadiant do not support Valve Map 220 .map files and cannot compile the .map files written by J.A.C.K or in some cases (NetRadiant Custom) seem to not handle light emitting textures (skyboxes or textures with radiosity in their shaders) when Valve Map 220 .map is used.
Source code based on Github.com I modified it enough using Xaerox's changes J.A.C.K/quake3/src.zip to successfully test compile a very large map and a map with many radiosity textures.