Mesh lightmap miscount error?
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Desert Eagle
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Mesh lightmap miscount error?
complie runs fine until here
====== Initial Lighting ======
ambient light at (5.00 4.80 6.00)
0 light emitting surfaces
0% complete. 0 hours 0 minutes 0 seconds remaining.
************ ERROR ************
Mesh lightmap miscount
Anyone ever have this error?
====== Initial Lighting ======
ambient light at (5.00 4.80 6.00)
0 light emitting surfaces
0% complete. 0 hours 0 minutes 0 seconds remaining.
************ ERROR ************
Mesh lightmap miscount
Anyone ever have this error?
Desert-Eagle
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Desert Eagle
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- Major Pain
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I saw a similar post on another forum, and spent a few hours trying to research the error, and came up empty.
However, I tried recreating the error myself. Again, I could not get the error. But I have an idea that I am going to try.
If I had to offer a guess, I would say that the miscount is too many polys within the radius of a single light. It seems that increasing the radius of a light to encompass a large area with many models will generate this error.
I am interested in this error, also, and if I come up with anything definate, I will post it here!
Kill Ya Later!
However, I tried recreating the error myself. Again, I could not get the error. But I have an idea that I am going to try.
If I had to offer a guess, I would say that the miscount is too many polys within the radius of a single light. It seems that increasing the radius of a light to encompass a large area with many models will generate this error.
I am interested in this error, also, and if I come up with anything definate, I will post it here!
Kill Ya Later!
Well, I really don't know how to explain the error, it has to do with lightmap calculation inequalities. (Lots of reading!!!!)
But, I do know the fix.
In "worldspawn" enter the k/v pair of lightgrid/512. (You can't change this in the compile settings, must be changed in your map in Radiant)
Then recompile the map.
This subdivides the lightmap and forces calculations of smaller areas.
If 512 is still too large, decrease the lightgrid size even more.
Kill Ya Later!
But, I do know the fix.
In "worldspawn" enter the k/v pair of lightgrid/512. (You can't change this in the compile settings, must be changed in your map in Radiant)
Then recompile the map.
This subdivides the lightmap and forces calculations of smaller areas.
If 512 is still too large, decrease the lightgrid size even more.
Kill Ya Later!
- Major Pain
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- Major Pain
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Master-Of-Fungus-Foo-D
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Are you using light entities yet? or just the ambient? If you are, you could try saving all your lights out as a prefab for backup purposes, then delete them from your map and try compiling again with only the ambient or sunlight.
is 4.80 a valid input for the ambient? Just curious, I've never tried anything but whole numbers before.
What compile options are you using during the LIGHT step?
is 4.80 a valid input for the ambient? Just curious, I've never tried anything but whole numbers before.
What compile options are you using during the LIGHT step?
Diego
@fungus(I hope I may shorten ur name that way?!):
I tried lightgrid/128 right now. same error
@diego:
I have one single light, which though I did delete for testing and this didn't help either. So, when getting the error, I just had ambient light (which btw wouldn't helped much anyway)
4.80 for ambientlight? yes, it's working fine but u dont see much difference between 4.80 and 5
light stage was with -fast. Compile with no parameter does the same. Good thing is, error appears at 2%. Could be worse indeed.
I tried lightgrid/128 right now. same error
@diego:
I have one single light, which though I did delete for testing and this didn't help either. So, when getting the error, I just had ambient light (which btw wouldn't helped much anyway)
4.80 for ambientlight? yes, it's working fine but u dont see much difference between 4.80 and 5
light stage was with -fast. Compile with no parameter does the same. Good thing is, error appears at 2%. Could be worse indeed.
Try adding the -final option in your light compile. I know you shouldn't have to do that, but I had a lighting problem a while back (not the same one) that would only work if I specified that. Since you don't haven any lights, it should still be pretty fast... if it works, is. 
Some other options you might try:
-nogrid: Don't calculate the entity lighting grid. The lighting grid is used to adjust the brightness of entities, even when they move around, such as the player's gun getting darker in shadowed areas.
-onlygrid: Only calculates the lighting grid.
-extragrid: Does a full detail calculation of the entity lighting grid.
-v[erbose]: Enables verbose message output (you get more info)
There are a bunch of others you can try, but these seem the most relevant. Sorry if I'm passing on suggestions you've already tried.
Some other options you might try:
-nogrid: Don't calculate the entity lighting grid. The lighting grid is used to adjust the brightness of entities, even when they move around, such as the player's gun getting darker in shadowed areas.
-onlygrid: Only calculates the lighting grid.
-extragrid: Does a full detail calculation of the entity lighting grid.
-v[erbose]: Enables verbose message output (you get more info)
There are a bunch of others you can try, but these seem the most relevant. Sorry if I'm passing on suggestions you've already tried.
Diego



