Lighting ERROR "mesh light map miscount"

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PeaceDawg
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Joined: Wed Feb 08, 2006 10:57 pm
Location: Central New York State

Lighting ERROR "mesh light map miscount"

Post by PeaceDawg »

I am a noob to map modding. Started in Jan 06, and am having a blast. I have found a few awsome tuts, but still have one major issue with the map I am currently building.

I created worldspawn lighting effects about 4 days ago and they worked awsome. I had created new brushes and textures and after my compile last night I get an error with my lighting compile (mesh light map miscount) stopped at 2%. I search for about 10 pages in the forums for something similiar, but nothing that I see helpful.

My world lighting is somehow being bypassed and compiling with default mohaa settings. I can't tone down the brightness. I have searched everywhere for what could be causing the problem, but can't figure it out.

Any help with this issue would be great. I thought maybe it was a leak problem, but then, I don't know much about what a leak is, how it affects your map, and how to check for them.

Thanks,

PD :?
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tltrude
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Post by tltrude »

The brightness is nomal when the light compile fails. My guess would be some patch mesh you added. The best way to find the problem is to remove the stuff you added, a little at a time. You can save the stuff as prefabs (save and load prefab is under "File").
Tom Trude,

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PeaceDawg
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Joined: Wed Feb 08, 2006 10:57 pm
Location: Central New York State

"mesh light map miscount"

Post by PeaceDawg »

tltrude,

Thanks for the input. I haven't been back for a while. Have been quite busy creating my first map. It is going well. I did however find the solution. Your advice was right on. It appears that I copied a patch mesh and the compiler des not like this. In fact I found through trial and error that there are quite a few things; mostly functional objects that cannot be duplicated once a function or a patch has been applied to it. It is better to create each of these object individually. I had the same issue with replicating windows. I worked around this by creating the window, duplicating it; then assigning the function to each window inividually. This seemed to work quite well. Other things like lights, doors, weapons, etc... seem to need this work around.

PD :wink:
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