[R-CON]MineralWouter wrote:I rendered sky pass with GIlights+ambients, sun settings with only sun, and point one without anything cause I haven't got any.
Well first of all you don't need to run a point light render if you don't have any point lights and if you do you can get away with only rendering point light for objects that have point light near them, although this isn't advisable since you can easily miss an object which you think might not be getting hit by point light but in fact is, but in your case you don't have any point lights so you can just skip it rather than spending some time making lots of blank LMs...
But anyways your problem is that you've in fact rendered the sun light into each channel (sun, sky and point).
This is your lightmap:
And this is the middle part of the Carrier on the Falklands:
Now before I go any further your lightmap shouldn't be 2048x2048 for a building of that size. 1024x1024 maximum but you may even want to try it as low as 512x512, although that will most likley be a really low quality LM so 1024x1024 is probably best in this case for its lod0, although its best to look at what size it is in the vBF2 map you got it from (opening up its lightmap atlas files and taking a look). Each atlas file is 2048x2048 so something is going to need to be super large to take up its own atlas file on its own... Only things I have on the Falklands that use a 2048 LM are things like the waterplane and each terrain patch (which there are only 4 for each corner of the islands) and each section of the carrier for example is only 1024x1024 for its lod0.

(NE Corner of the islands, you can see Port Stanley in the bottom right and San Carlos in the topish left).

(Waterplane LM)
But yes getting back to the point to why your LM isn't working, like I said before is that you've rendered you sky, sun and point channels all with sun light in them. If you look at my images the biggest difference you will see is my ones are all a mix of Red, Green and Blue colours. This is because each colour is the different Channels. Red = Point Light, Green = Sun Light and Blue = Sky Light. If we go back to the Falklands Carrier Mid Section again and look at each layer indervidually you will see what I mean (note in the top right of the image it has R,G,B for each channel active)
Red: Point Light
Green: Sun Light
Blue: Sky Light
And when they are all turned on together they look like this again, with noting that the only "white" part of the image is the bits on the deck which are in full light of all, Sun Light, Sky Light and Point Light here, anywhere else its just a mix of colours or a single colour if only one type of light is hitting it.
Now the reason your image is white, grey or black only and not a mix of colours like mine is because you've rendered the same light pass for each channel. As per the tutorials,
you need to manually turn off the lights you don't want to render, and turn on the ones you do! So if you rendering the sun light, only have the sun light turned on and the sky lights turned off. If your rendering the sky light, turn off the sun light, and tun on the sky lights. You will also need to delete your point light files you've generated with sun light in them, or you can just turn off all the lights and re-render the point light for it to render a blank, black LM but your better off just deleting them to save HDD space from useless files

And again, don't forgot to make your lod0 a 1024x1024 LM max and the other lods lower rez too.
BTW it looks like you've modified the GI light positions? you should have left them where they where if you have....