yes very doable. The =00= value is in fact its geom and lod, geom0, lod0, =10= would be geom1 (wreck geom on dest statics), lod0, =04= is geom0, lod4.
If its for ingame use then you need to update more than just the .dds texture, you need to also update the .tai file. Also its rounded down to no decimal places, not an exact number, so even if its 25.9999999 (although the BF2 editor doesn't save to that accuracy) it would still be "25" on the LM file location.
Its also possible to have multiple items, or even lods of the same object (provding they all have the same LM UVs, which pretty much no statics do, not even most with custom LM UVs) to all use the same LM but you need to code them manually. If you look at my Falklands LM files you will see things like the Static Terrain LM Patches are all using the same LM file for each lod, like so:
Code: Select all
levels/the_falklands/lightmaps/objects/falklands_waterplane=00=0=18=0.dds levels/the_falklands/lightmaps/objects/LightmapAtlas0.dds, 0, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_waterplane=01=0=18=0.dds levels/the_falklands/lightmaps/objects/LightmapAtlas0.dds, 0, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=00=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=01=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=02=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/argentina_c01=03=-11700=0=-10000.dds levels/the_falklands/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=00=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=01=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=02=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_nw01=03=-1500=0=1200.dds levels/the_falklands/lightmaps/objects/LightmapAtlas2.dds, 2, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=00=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=01=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=02=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_se01=03=874=0=-984.dds levels/the_falklands/lightmaps/objects/LightmapAtlas3.dds, 3, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=00=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=01=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=02=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_sw01=03=-2200=0=-299.dds levels/the_falklands/lightmaps/objects/LightmapAtlas4.dds, 4, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=00=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=01=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=02=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1
levels/the_falklands/lightmaps/objects/falklands_ne01=03=2249=0=679.dds levels/the_falklands/lightmaps/objects/LightmapAtlas5.dds, 5, 0, 0, 1, 1