Mesh lightmap miscount error?

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wacko
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Post by wacko »

thanks for ur ideas.
as i didn't tell what I already tried, u don't have to be sorry for mentioning these possibilities, so keep on suggesting :wink:
i will try them all together and/or one by one. This will take some time, though :roll:
atm, i do light -final -extra -verbose and it seems to compile for ever :cry:
I have the feeling that I will have to change rather the map's layout than the compile settings where dragging everything to above 0 in z-axis would be the easiest thing to do... I'll try this next and will let u know.
crunch
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Post by crunch »

Ahemmmm..... :oops:
I see in a very early post in this thread that I gave k/v pairs for lightgrid settings.......
They didn't work.
But, I see now, that I gave the wrong settings. :oops: :oops: :oops:

The ightgrid/512 should have been lightgrid/512 512 512

You need all three values for it to work.
Also, I found that values of 128 or 64 work best.
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wacko
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Post by wacko »

k. thnx
i'll try lightgrid/128 128 128 next.

I had everything above 0 in z-axis, didn't help, btw. :cry:
Balr14
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Post by Balr14 »

The smaller you make the light grid, the worse lighting problems get.
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wacko
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Post by wacko »

Balr14 wrote:The smaller you make the light grid, the worse lighting problems get.
well, it doesn't get worse here :wink: it won't compile with whatever lightgrid setting i try.
I'll try to find the differences between the working versions and those who dont, now. Let's see, maybe there's the clue :wink:
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wacko
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Post by wacko »

Good news for me: it's working now :D
Bad news for you: i don't know why :cry:

One of the things i did was deleting mesh cyclinders of radius 16 and length over 3000. This might have been the clue. I did similar cyclinders in another map though where they caused no problem. But that's the only thing imho which are significantly different now.

Thanks for your help!!
Balr14
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Post by Balr14 »

I didn't say any lightgrid setting would fix your problem. The error is caused by too many faces for the light grid in a patch mesh. You could have simply reduced the complexity of the mesh. Bounce 0 in the light compile options and lightgrid 0 can also ease lighting woes. If it was a small map, it's possible reducing the grid size to 128 may have fixed that problem, but your lightmap would be 16 times larger than using 512; you'd exceed the lightmap limit on most maps.
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