As with so much of what I do, many thanks go to Mad Dog for providing a wealth of suggestions.
Alexander Malmberg (Quest guy and all-around Q2 genius) initially suggested the detail hint brush solution and provided the changes to qbsp3 to make this possible. Geoffrey DeWan suggested using skip faces for the ends of the detail hint brushes, to avoid unintentionally splitting other brushes.
Thanks to Geoffrey DeWan for all of his work on the Quake2 compilers. His changes have eliminated a lot of in-game errors, as well as improved the overall performance of the compilers. You can download Geoffrey DeWan's versions of qbsp3 and qvis3 here. For lighting of Quake2 maps, though, there's really only one choice: Tim Wright's ArghRad2 with it's sun features and Phong shading can be downloaded here.
The grid decimation algorithm used by GenSurf is very similar to one described in the article Fast Polygonal Approximation of Terrains and Height Fields by Michael Garland and Paul Heckbert. You can download this article and/or read up on other decimation algorithms at their Terrain Simplification web site.
GenSurf uses the Triangle code by Richard Shewchuk for triangulating a decimated grid. More information on Triangle is available from the Triangle web page, or read the paper Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator by Richard Shewchuk, First Workshop on Applied Computational Geometry, ACM, May 1996.
Several guys at Rust have provided excellent suggestions, many of which have been incorporated. Names aren't named because I'll be sure to miss somebody, but you guys know who you are. Thanks, all of you.
Thanks to the folks at Ritualistic's Editing Forum for providing guidance to this new SiNner.
Thanks to trix/dhazel for providing assistance with Heretic 2 support.
The environment map used in the screenshot is by Jason Abott. You can find this and other environment maps at his homepage.
Thanks to Sean 'Zoner' Cavanaugh for developing his Half-Life compiling tools. These tools make it possible to use hint brushes with GenSurf surfaces, without which these surfaces are just about worthless in that particular game.
The Q3Radiant plugin version would not have been possible without a lot of assistance from plugin guru Timothee Bessett of MGS fame. Thanks, Timo.
As far as I know Capt Tripps was the first to discover lighting problems on curved patches larger than 512 units. Thanks to him for sharing that knowledge.
And... I've had some help from the big guys on this version. Thanks to id Software's Paul Jaquays, Mr Elusive, Robert Duffy, and Martin Ka'ai Cluney for their advice and patient assistance, and also for making a pretty fair game or two.
David Hyde firstname.lastname@example.org