MAX_MAP_LIGHTING

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Vampir
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Post by Vampir »

LOL...I ran light in verbose mode to try and see the error better. I think I amy have solved the problem. Downsized textures. I am running a new compile now maybe it will work. If you have a lot of downsized textures the compiler views it as one big surface 4x what you intended it to be depending on how far you downsized. That may be the problem
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bdbodger
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Post by bdbodger »

I just had the same error . What I did was change a fence from brushes for each board to a custom texture that was 3 boards and spaces between them one brush for the whole length of fence . then I took out brushes that wheren't needed . I got the problem after adding a few brushes not light so I guess there where just too many brushes in the map . Fixed now map compileing normally now again . I suggest you do the same bring down the brush count .
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small_sumo
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Post by small_sumo »

What is the max brushes, and any other max things you can check in the editor?

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Post by Vampir »

Well I will see what I can do....I added a Lightgrid k/v in the world spawn value alos...I tried lightgrid 512 512 512 it did not work either. I will look into the brush count.
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Post by Vampir »

I reduced the brush count by over 650....Still same error but now its MAX_MAP_LIGHTING exceeded by 219 lightmaps
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small_sumo
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Post by small_sumo »

I am haveing the same problem with my hood map the one at the docks, I have just removed everything below decks to get past this error thats doggin me bad.

Just doing cal light & diffuse grids, will know soon if I get there.
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Post by Vampir »

Ya I am trying to finish this Remagen Bridge Map....Its gigantic. removed a total of 900 Brushes Map info is

Brush Total w/entities 2767
Net brush count 2498

The orginal was 3420 and 3211 net...Down sized textures can cause the same error I am told. I fixed all that also.
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Post by Vampir »

OK I FIXED IT!!!!!!!!!!....I had to remove alot...but the error stayed the same..So I removed all 1-2 of my tree line textures and it dropped from 206 light maps to 189....So i removed all of them and the error went away..........!!!!!!!!!
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small_sumo
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Post by small_sumo »

Well I removed the whole interior of my ship and I dont want to take anything else away, I need a vollunteer to have a look at it and see if it can be fixed, this map has been in the works for over a year and now I am finnished with all sounds and no script errors and here I am in the last coupla days I cannot fix the dam thing, I cannot compile it :(

Mail me anyone if you wanna have a look at fixing it.

Thanks

sorry for the rudness Vampir.

oh btw map stats are total brushes 4314 total entities 1481 Net brush count 2609
38 vis leafgroups
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bdbodger
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Post by bdbodger »

well my total brush size is now 5575 total entities 1887 and net brushes 3515 . Some of the brushes I removed where 10 sided so I guess the face count maybe important too . No vis leafgoups walls and hint brushes good vis in this map 50 frames just a light problem fixed for now .
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Post by crunch »

Is it possible that one of you with this error could try -approx 50 in your light command line?

I am curious to know 2 things....1, if this will help, and 2, if this command is supported.

If supported, It should help solve the error.

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small_sumo
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Post by small_sumo »

Consider it done, I will get back to ya.

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tltrude
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Poly count

Post by tltrude »

I looked for "max_map_lighting" on the internet and found that, for the most part, it is caused by too high of a poly count (face count) in the map--number of faces, not number of brushes. So, reducing the complexity of patch mesh in your map will probably help a lot. And, of course, caulk all faces that will never be seen by players.

The best way to reduce complexity of a patch is to highlight it and hit Shift and left bracket ([). Keep hitting it until the patch just starts to look blocky in the 3d view--you will see the number of triangles and their size change in the 2d view as you reduce it.. Then hit Shift right bracket (]) one time to get the smooth curve back.

Another way to reduce face count is by adding vis_leafgroup, area, and hint brushes to your map. They will also improve preformance--higher frame rate.

Apearently, light maps work hand in hand with vis. So lets say, you have a long curving road in your map--made of one patch mesh. The entire road lightmap has to be drawn, even though a player can only see a small part of it at any one time. Making smaller sections of road would reduce the number of faces that have to be lighted as the player moves around.

Well, I hope something in all that helps!
Tom Trude,

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bdbodger
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Post by bdbodger »

Well I fixed my error . I can belive that it has to do with face count I mean the light stage has to make a light map for each face but I don't know about the affect of vis or leaf groups . It is not while you are playing that you get the error it is in the light compileing stage . After being fixed the map was 20 megs before with no light stage 13 megs about 1/3 smaller in size . My map is almost finished now so I am good to go I hope .
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small_sumo
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Post by small_sumo »

I am trying the approx 50 thing now, what does it do? I did a fast compile and got no error but when I did full -extra -final -staticshadows. I got the error. I might have to lessen the complexity of the patch mesh on the ship, I have been afraid to do that cos its quite a tedious effort I did back then, I didnt know to lessen the complexity of it so if I do it now I might end up with everything not lining up. We live and learn, this is one reason I wont go to cod, I canot go through the whole learning process again it will kill me lol.

Thanks guys all ya all are heros in my mind.

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