Lightmap texture baking incorrectly?

Godot Version

4.6.1

Question

I’ve had some recent troubles baking lightmaps in a certain scene. When lighting is enabled in the editor it prints this with the last line repeating hundreds of thousands of times:

ERROR: Attempting to use an uninitialized RID
ERROR: Texture (binding: 7, index 0) is not a valid texture.
ERROR: servers/rendering/renderer_rd/uniform_set_cache_rd.h:120 - Condition "rid.is_null()" is true. Returning: rid
ERROR: servers/rendering/rendering_device.cpp:4786 - Parameter "uniform_set" is null.
ERROR: Uniforms were never supplied for set (1) at the time of drawing, which are required by the pipeline.
ERROR: Uniforms were never supplied for set (1) at the time of drawing, which are required by the pipeline.
ERROR: Uniforms were never supplied for set (1) at the time of drawing, which are required by the pipeline.

I have no idea what’s wrong there, but while digging through resources I discovered that my lightmap textures were weird (they also looked like this at 8192x8192):

But they looked fine when imported as a regular Texture2D:

Other levels generate:

Any ideas on what to try to fix this? I already have settings pretty low because baking crashes if I dare go any higher:

Huh, I spent over an hour messing with it only to figure out a workaround 5 minutes after posting.

I set the Import As dropdown to “Keep File” and back to Texture2D Array, which reset its options. I hit reimport and it worked! I might’ve changed mode, I didn’t want a 700mb lightmap

The main difference between it and another working file is the mode :man_shrugging: menu.exr had these settings too but it didn’t work