I have a TMD manual that doesn't mention CPT. I cracked it open, out of curiosity. I hadn't looked in it in years.
If you can say more precisely where parts of KF2 have lighting transitions that do not look like alternative textures, I would like to see these areas for myself. Though right now, I can only readily visit areas on the starting zone. I will try to locate the ones you mentioned.
EDITED: I wanted to mention that I think the dark cave where one of the Truth Glasses is (I think so, but I might be confusing it with DMPDesign's SOM game) definitely uses some form of lighting transition.
I noticed that the game seems larger than my reconstruction in SOM. I'm not sure if it's just using a much higher focal length, or if the scale is very different from 1024 is 1 meter. Like it's possible even that 1024 is 2 meters. Or some other unit. At first it seemed that the character was really short... but I realized that the top of the water was serving as the floor, and that is why the ceiling in the cave behind the waterfall seemed particularly low.
Still, I'm certain that the "camera" is much lower in the PlayStation games, or if their FOV is really crazy, that might contribute to the sense of crawling along the ground. High FOV on a flat projection is very distorted, but if visibility is very clipped, distortion is less noticeable. I really think VR is the future, because it doesn't seem to suffer from a lot of problems like field-of-view, projection or line-of-sight even in its infancy.
Just a thought, but does level streaming work in SoM or have you not implemented it yet? I know it used to use some sort of teleport or transition system to move from level to level.
It will be added for KF2. The original has only enough features to implement its KF1 remake/sample. I'm not going to work on it until the doors are in place. If you've looked at the level data, you know there are holes where the doors go. In SOM they must be jumped over, or flown over. I want to get more objects into it ASAP. So far it's been a little underwhelming to see it dressed down. I would prefer it to be ecxiting. It's getting there, with BGM and both layers of level data. I don't want Melanat to lose its magic for me, after spending too long inside it while in an unfinished state.
P.S. It seems to me that programming for a PlayStation architecture must have revolved singularly around the limited texture memory. I mean, that it seems to have a lot of parameters for addressing this tiny cramped space of memory. That suggests to me that it was far from trivial to just swap out textures casually. This means that the focus of any game would be choreographing use of this paltry space. In which case I would not be surprised if a lot of the data is really hand-tuned instructions to the game to ready the memory for this-and-that. There is a lot of redundancy in the textures, suggesting that a top-down, static approach to texture memory management was first priority...
At the end of the day, my take away from this would be to just forget about it, and piece it together by hand, like a puzzle... but at the same time, there isn't a lot of data on the disc really, and the textures are so small that in many or most cases they are not enough to go on, as individual puzzle pieces. And so I worry that doing it by hand might be frustrating or prone to error. So I think neither approach has clear merit over the other.