q3map2: add -externalnames option to write explicit external lightmap names when writing style shaders
It makes possible for game engines to run less code on each rendering
frame by not doing any computation to find the file.
On some game engines it may even make the lightmaps be processed
with simpler GLSL code as they will be processed as simple colormaps
instead of more complex code purposed for usual lightmaps with
features that aren't needed in such situation anyway.
Or some engine may implement a specific GLSL code to blend multiple
colormaps in a single pass without having to implement alternate code
for lightmaps.
Example with scripts/q3map2_gloom2.shader:
```
-gloom2/
7C9AD47A87BC98CCA1FF30C4D788DD47
+gloom2/
72353935F9542782B847B2E329A8CC80
{ // Q3Map2 defaulted
{
map $lightmap
rgbGen identity
}
// Q3Map2 custom lightstyle stage(s)
{
- map $lightmap
+ map maps/gloom2/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 1 .75 1.6 4.2 // style 2
tcGen lightmap
tcMod transform 1 0 0 1 0.54492 0.10156
}
{
- map $lightmap
+ map maps/gloom2/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 1 .5 3.7 4.9 // style 3
tcGen lightmap
tcMod transform 1 0 0 1 -0.38672 0.19043
}
{
- map $lightmap
+ map maps/gloom2/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 1 1 2.6 1.3 // style 4
tcGen lightmap
tcMod transform 1 0 0 1 0.24023 0.19043
}
{
map textures/gloom2/e8clangfloor05c.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
```