MAX_MAP_LIGHTING

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Vampir
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MAX_MAP_LIGHTING

Post by Vampir »

************ ERROR ************
MAX_MAP_LIGHTING exceeded from 241 lightmaps

How do I fix this....I have tried adjusting lights etc

MY worldspawn values are

ambient light 7.5 7.5 7.5
suncolor 65 60 45
sunflare -7980 5388 3390
sundirection 320 150 0
sunlight 255 243 171
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Post by Vampir »

I changed the sky box to a sky caulk texture...and changed The worldspawn values....to a night theme....just suncolor and sundirection etc.....I still get the light map error. When I was testing the map I nver got this error....Now its done and I get it....The settings were a bit different then and there was tad bit less brushes in the map...Does anyone know how to fix this? I set mohlight to bounce 0 also...I tried fast light also same error.
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Post by Vampir »

bump
Krane
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Post by Krane »

Delete, from your worldspawn, the sunlight 255 243 171. You don't need it.
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Post by Vampir »

did it...still same problem
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Post by Krane »

Oh, and try:

key:sunflare
value:sun

It's a day map, right? If not:

key:sunflare
value:none
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Post by Vampir »

I will give that a try....I took out all light entities lets see what happens. I already tried to make it a night map but i got same error....
B4 the map was finished I cmpiled it and tested it out...Worked fine but i just put in a ambientlight value of 70 70 70...i had light entities in there as well as I was still working on it....Everything worked fine. The only thing i changed since was i added a another small building. I added all the player clip and I added some models not many like 6-7.....
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tltrude
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Ambientlight

Post by tltrude »

Ambientlight with value 70 70 70 would be way too bright--17 17 17 would probably look better. Are there an excessive amount of models in the map?
Tom Trude,

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tltrude
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Ambientlight

Post by tltrude »

Ambientlight with value 70 70 70 would be way too bright--17 17 17 would probably look better. Are there an excessive amount of models in the map? Have you moved the non_original pk3s to a temp folder in main?
Tom Trude,

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Post by Vampir »

Do you want to see the map.....Its pretty good....I just threw a value in there to test it..I was not concerned about light at the time.
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Post by Vampir »

Ok I am bout ready to give up here this is really annoying me. I changed the values to just ambientlight 7.5 7.5 7.5....there are no light entities in the map anywhere....I still get this

************ ERROR ************
MAX_MAP_LIGHTING exceeded from 233 lightmaps

See it went down from 234...In the ight version I did there was no ambient light just suncolor and light entitie and I got the same error. If someone wants to take a crack at this please let me know....
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Post by Krane »

Check this out from the sticky:
ERROR: MAX_MAP_LIGHTING

One light affects too many surfaces.

SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
One light affects too many surfaces. Maybe is this...

Hope it helps.
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Post by Vampir »

ok I ran the compile again i entered no worldspawn values and there are no light entities in the map and I got the same damn error. I ran MOhlight in verbose so here is the last output

C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\DM>"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -ver
bose -fast -bounce [0] -gamedir C:\PROGRA~1\EAGAME~1\MOHAA C:\PROGRA~1\EAGAME~1\
MOHAA\main\maps\DM\bridge_at_remagen_night.map
======== MOHlight Version 1.48 ========
Fast, lower quality lighting on
Number of radiosity bounces = 0
1 threads
----- FS_Startup -----
----------------------
18543 files in pk3 files
entering scripts/remagen.shader
entering scripts/dis5olu7i0n.shader
entering scripts/new_hud.shader
entering scripts/sky2.shader
entering scripts/shopp.shader
entering scripts/effects.shader
entering scripts/train_test.shader
entering scripts/gfx.shader
entering scripts/jeep.shader
entering scripts/ktigertank.shader
entering scripts/mohmenu.shader
entering scripts/opel.shader
entering scripts/panzer_iv.shader
entering scripts/tigertank.shader
entering scripts/15cannon.shader
entering scripts/20mmflak.shader
entering scripts/3dk.shader
entering scripts/algiers.shader
entering scripts/allied_insignia.shader
entering scripts/allied_pilot.shader
entering scripts/barracks.shader
entering scripts/barrel.shader
entering scripts/beams.shader
entering scripts/blasted.shader
entering scripts/bmwbike.shader
entering scripts/bottles.shader
entering scripts/brest.shader
entering scripts/bunker.shader
entering scripts/c47.shader
entering scripts/car.shader
entering scripts/central_europe.shader
entering scripts/central_europe_winter.shader
entering scripts/clock.shader
entering scripts/cockroach.shader
entering scripts/common.shader
entering scripts/crates.shader
entering scripts/das_boot.shader
entering scripts/ddaydark.shader
entering scripts/dday_shaders_v1.shader
entering scripts/decals.shader
entering scripts/dtruck.shader
entering scripts/environmentalfx.shader
entering scripts/faces.shader
entering scripts/flags.shader
entering scripts/flak88.shader
entering scripts/fockwulf.shader
entering scripts/french.shader
entering scripts/french_resistance.shader
entering scripts/frogman.shader
entering scripts/furniture.shader
entering scripts/general_industrial.shader
entering scripts/general_structure.shader
entering scripts/german.shader
entering scripts/german_dak.shader
entering scripts/german_gear.shader
entering scripts/german_kreigsmarine.shader
entering scripts/german_motorpool.shader
entering scripts/german_obershutze.shader
entering scripts/german_officer.shader
entering scripts/german_officer2.shader
entering scripts/german_scientist.shader
entering scripts/german_sentry.shader
entering scripts/german_shepherd.shader
entering scripts/german_ssnco.shader
entering scripts/german_ssshutze.shader
entering scripts/german_wehrmact.shader
entering scripts/german_winter.shader
entering scripts/german_worker.shader
entering scripts/gestapo.shader
entering scripts/gmctruck.shader
entering scripts/higgins.shader
entering scripts/howitzer.shader
entering scripts/hundpatrol.shader
entering scripts/indycrate.shader
entering scripts/interior.shader
entering scripts/interiorfx.shader
entering scripts/interior_northafrica.shader
entering scripts/items.shader
entering scripts/ktigertank_d.shader
entering scripts/light.shader
entering scripts/loadingscreens.shader
entering scripts/m1l1anate.shader
entering scripts/m3.shader
entering scripts/m5l2anate.shader
entering scripts/manon.shader
entering scripts/mercedes.shader
entering scripts/misc_outside.shader
entering scripts/mohcommon.shader
entering scripts/mohdetails.shader
entering scripts/mohtest.shader
entering scripts/nazi_crate.shader
entering scripts/nebelwerfer.shader
entering scripts/nebelwerfer_d.shader
entering scripts/normandy.shader
entering scripts/norway.shader
entering scripts/obstacles.shader
entering scripts/ocean.shader
entering scripts/p47.shader
entering scripts/panzershutze.shader
entering scripts/panzer_g.shader
entering scripts/panzer_grenadier.shader
entering scripts/paulscrate.shader
entering scripts/playerviewmodel.shader
entering scripts/protoamerican.shader
entering scripts/protogerman.shader
entering scripts/protosprites.shader
entering scripts/sandbags.shader
entering scripts/sdkfz.shader
entering scripts/sdkfz_desert_d.shader
entering scripts/shells.shader
entering scripts/shermantank.shader
entering scripts/sky.shader
entering scripts/sky_old.shader
entering scripts/sprites.shader
entering scripts/static_basket.shader
entering scripts/static_items.shader
entering scripts/static_obstacles.shader
entering scripts/static_piperplane.shader
entering scripts/static_sandbags.shader
entering scripts/static_wirerailholder.shader
entering scripts/stuka.shader
entering scripts/submodels.shader
entering scripts/sunflare.shader
entering scripts/tank_commander.shader
entering scripts/targets.shader
entering scripts/tempfakk.shader
entering scripts/tempsign.shader
entering scripts/test.shader
entering scripts/tigertank_d.shader
entering scripts/train.shader
entering scripts/trees.shader
entering scripts/treeshadows.shader
entering scripts/us_gear.shader
entering scripts/us_soldier.shader
entering scripts/wake.shader
entering scripts/weapons_allied.shader
entering scripts/weapons_german.shader
entering scripts/wilderness.shader
entering scripts/windowdecals.shader
entering scripts/windowold.shader
entering scripts/windowtst.shader
entering scripts/wirecutters.shader
entering scripts/hud.shader
4522 shaderInfo
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\DM\bridge_at_remagen_night.bsp
reading C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\DM\bridge_at_remagen_night.vis
--- CountLightmaps ---

************ ERROR ************
MAX_MAP_LIGHTING exceeded from 233 lightmaps
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Post by Krane »

Holy s***! I've never saw so many shaders in my life lol! Do you have any custom pk3 in your main folder? Or are you using that much textures?

Other than that, try to do a full compile, maybe with -fas vis ONLY, and see if you still got the error.

I don't know if having a file name that long like bridge_at_remagen_night.map is good.
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Krane
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Post by Krane »

Check this out from the sticky:
ERROR: MAX_MAP_LIGHTING

One light affects too many surfaces.

SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
One light affects too many surfaces. Maybe is this...

Hope it helps.
Image
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