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In the mean time you are not required to use lightmaps for your custom levels, you can just open up the lightmap settings and hit "Clear Baked Data" from the triangle dropdown next to "Generate Lighting" at the bottom right, then you won't get any lightmap error messages.
I agree that it's unfortunate that Unity doesn't allow us to just write a script to change the texture format for you, I've sent them a request for this feature but who knows when/if they'll get around to it. But the reason we require that specific format is that otherwise the map files are 5-10x larger than they would be with the correct format.
When you select your lightmap or your shadowmask, in the area where their settings are you'll see 4 settings grouped together, with the heading "Default". Notice that to the right of the word "Default" there's a little down arrow. Click that. The 4 options will become 3, and the checkbox "Override for PC, Mac and Linux Standalone" will be revealed. Tick that checkbox, then under the Format setting, you'll be able to select DXT1 (and DXT5 for your lightmap) directly.
I must say: if several people are struggling with this issue then the GitHub documentation really ought to be updated sooner rather than later. In fact, the most up to date document as linked on GitHub doesn't contain the lightmap information section at all!
I agree. The document also suggests naming the various skybox names differently (as opposed to numbers as in the github readme), which doesn't seem to even work (the numbers work though)
The only documentation I'm aware of is the GitHub README which should have correct info about lightmaps[github.com] and skybox numbering.
I'm referring to the linked one in the final line of the GitHub README, thus:
That's the one with missing lightmap info and a different naming scheme for skyboxes, but the comment about it being continually updated led me to believe that's where all of the accurate info would be found.