Max_Map_lighting
Moderator: Moderators
Max_Map_lighting
Hello,
I've got a problem with my map (I'm making my school)
The map becomes very large and now I've got a error: MAX_Map_lighting exceeds from 210 Lightmaps. I've already used the searched and I found this:
ERROR: MAX_MAP_LIGHTING
One light affects too many surfaces.
SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
I'm trying to use Vis but I don't really understand how it works. I also read about another solution:
1: easy but lower quality, use 32*32units per LM pixel resolution.
q3map -samplesize 32 mapname
q3map -vis -saveprt mapname
q3map -vlight -samplesize 32 mapname
But I don't know how this works, I set -vlight -samplesize 32 mapname
by the LIGHT option of MBuilder but he doesn't know that command.
Does anyone know how I must fix this problem or can anyone fix it for me?
Thanks a lot!
I've got a problem with my map (I'm making my school)
The map becomes very large and now I've got a error: MAX_Map_lighting exceeds from 210 Lightmaps. I've already used the searched and I found this:
ERROR: MAX_MAP_LIGHTING
One light affects too many surfaces.
SOLUTION: Improve vis design by using
vis_leafgroups, hint brushes and / or areaportals.
I'm trying to use Vis but I don't really understand how it works. I also read about another solution:
1: easy but lower quality, use 32*32units per LM pixel resolution.
q3map -samplesize 32 mapname
q3map -vis -saveprt mapname
q3map -vlight -samplesize 32 mapname
But I don't know how this works, I set -vlight -samplesize 32 mapname
by the LIGHT option of MBuilder but he doesn't know that command.
Does anyone know how I must fix this problem or can anyone fix it for me?
Thanks a lot!
There are 188 lights in the map
and the worldspawnsettings are:
suncolor 70 70 70
sundirection 315 210 0
farplane 9000
spawnflags 8
But there are maps with a lot more lights and they work perfect. Maybe I do something wrong, but I've never got that error before.
My Mbuilder settings are standart(not -fast or anything like that).
and the worldspawnsettings are:
suncolor 70 70 70
sundirection 315 210 0
farplane 9000
spawnflags 8
But there are maps with a lot more lights and they work perfect. Maybe I do something wrong, but I've never got that error before.
My Mbuilder settings are standart(not -fast or anything like that).
vis
Vis_leafgroup will hide the parts of your map that a player can not see from where he is.
For example: Say you have two large brushes with common/vis texture on them. One fills a classroom. with all its desks and whatnot, and the other fills a hallway on the other side of the school. Both brushes have been turned into Vis_leafgroup entities (key N) and both have targetnames -- like vis1 and vis2. Both also target eachother (Key: target, Value: vis2 etc...). So, now when a player is standing inside one of the brushes, the contents of the other brush will not be drawn in the game.
Vis_leafgroup entities can have more than one target (value: vis2, vis3, vis 4, vis7). So, anywhere that a player can not see, when inside the brush, can be hidden. There is only one rule: A Vis_leafgroup's targets should never be seen by a player standing inside it.
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"Area portal" textured brushes are Another good thing to use. They are hidden inside all the door brushes that lead to rooms with no windows. Using them, the contents of these rooms will be hidden until a player opens the door. If the door closes, while the player is inside one of those rooms, everything outside that room will be hidden -- until he opens the door again.
"Area portal" brushes are not entities, but they must completly fill the door frame and be hidden inside the door brush. The room must be sealed, so no windows or detail brushes are allowed. Any other door openings, in the room, must also have "area portal" brushes in them.
For example: Say you have two large brushes with common/vis texture on them. One fills a classroom. with all its desks and whatnot, and the other fills a hallway on the other side of the school. Both brushes have been turned into Vis_leafgroup entities (key N) and both have targetnames -- like vis1 and vis2. Both also target eachother (Key: target, Value: vis2 etc...). So, now when a player is standing inside one of the brushes, the contents of the other brush will not be drawn in the game.
Vis_leafgroup entities can have more than one target (value: vis2, vis3, vis 4, vis7). So, anywhere that a player can not see, when inside the brush, can be hidden. There is only one rule: A Vis_leafgroup's targets should never be seen by a player standing inside it.
----------------------------------------------------------------------------------
"Area portal" textured brushes are Another good thing to use. They are hidden inside all the door brushes that lead to rooms with no windows. Using them, the contents of these rooms will be hidden until a player opens the door. If the door closes, while the player is inside one of those rooms, everything outside that room will be hidden -- until he opens the door again.
"Area portal" brushes are not entities, but they must completly fill the door frame and be hidden inside the door brush. The room must be sealed, so no windows or detail brushes are allowed. Any other door openings, in the room, must also have "area portal" brushes in them.
Today I've tried to make VIS and Area portals (I could only make area portals in the toilets because that's the only place where there are no windows)
But when I fill a classroom and a hallway with the visbrush I get the
LoadPortals: NumVisBytes xxxxxxx exceeds 2097152 Error
(only when I've got 2 Vis brushes!)
I have also removed all the lights (except 3 small lights) and even then I get the error message:
ERROR: MAX_MAP_LIGHTING
So I think something else is wrong.
But when I fill a classroom and a hallway with the visbrush I get the
LoadPortals: NumVisBytes xxxxxxx exceeds 2097152 Error
(only when I've got 2 Vis brushes!)
I have also removed all the lights (except 3 small lights) and even then I get the error message:
ERROR: MAX_MAP_LIGHTING
So I think something else is wrong.
neillomax wrote:Take all your downloads, ( pk3 files ), mods and maps out of your main or mainta folder and see what happens.
But now I have solved the leak of my map and now I get the:
LoadPortals: NumVisBytes 10110272 exceeds 2097152 Error
(Even when I got no Vis brushes or aeroportals.) How can I solve that problem or is it better to keep a leak in my map? (BTW, why is a small leak bad?)
too large
I am guessing your school is very large! You can reduce the VisBytes by making things like steps and ramps "detail". Detail brushes are ignored by the vis compiler.
To make brushes detail, highlight some and hit D+Shift+Ctrl and they should turn green in the 2D window. Never make the skybox detail as it will cause a leak into the void. Anything made of a lot of small brushes should be detail. Like in your bathrooms, the walls, floors, and ceiling brushes should not be detail because it would cause your portal brushes to stop working. But, the stall partitions can be detail. If the school desks are made of brushes, they should all be detail. If you have a fake building that players can not enter, the whole thing can be made detail. But, you don't want to go crazy with detail because anything that blocks the player's view is good for your map's FPS -- Frames Per Second.
You are 8 million bytes over the limit, so it may take some work to bring it down. It helps a lot to filter out detail while you are working because the brushes you change will be hidden. Here is a good tutorial about vis design -- http://gronnevik.se/rjukan/index.php?n= ... WithDetail .
Yes a leak is bad. Some people use a leak to make the compiler skip the vis compile. But, it is only used for quickly testing a map. I prefer using "-fast" for testing vis. Eventually, you'll have to do the full vis compile for your finished map, and the 8 million bytes will still be there!!!
To make brushes detail, highlight some and hit D+Shift+Ctrl and they should turn green in the 2D window. Never make the skybox detail as it will cause a leak into the void. Anything made of a lot of small brushes should be detail. Like in your bathrooms, the walls, floors, and ceiling brushes should not be detail because it would cause your portal brushes to stop working. But, the stall partitions can be detail. If the school desks are made of brushes, they should all be detail. If you have a fake building that players can not enter, the whole thing can be made detail. But, you don't want to go crazy with detail because anything that blocks the player's view is good for your map's FPS -- Frames Per Second.
You are 8 million bytes over the limit, so it may take some work to bring it down. It helps a lot to filter out detail while you are working because the brushes you change will be hidden. Here is a good tutorial about vis design -- http://gronnevik.se/rjukan/index.php?n= ... WithDetail .
Yes a leak is bad. Some people use a leak to make the compiler skip the vis compile. But, it is only used for quickly testing a map. I prefer using "-fast" for testing vis. Eventually, you'll have to do the full vis compile for your finished map, and the 8 million bytes will still be there!!!
I've made a lot of thebrushes detail(bins, table etc.), the LoadPortals: NumVisBytes 10110272 exceeds 2097152 Error is away, but now I got the MAX_MAP_Brushsides error (and I didn't add any brushes, I only made detailed brushes from structural brushes)
I think I've done something completely wrong. And I get mad at the errors, when an error is solved, i get another error back
Can someone please take a look at my map to see what's wrong?
I think I've done something completely wrong. And I get mad at the errors, when an error is solved, i get another error back
Can someone please take a look at my map to see what's wrong?
WHOOHOO!
Sounds like you either have too many brushes in your map, or some of the brushes are too long and need to be shortened, ( same area need to have several brushes to replace one big one ),
or you used the clipper tool and put too many sides on one brush,
( rocks or cliff ),
or you used csg subtract too much, creating too many sides on one brush.
Before I forget, all those brushes in your map, ....
you hit cntl/shift/leftclick when you went to texture them... correct ? You didn't left click and texture all sides right ? Texturing the entire brush,
( areas the player won't see when i game ), will cause signifigant problems later on also.
And don't forget to use caulk for most of your brushwork and then texture that.
or you used the clipper tool and put too many sides on one brush,
( rocks or cliff ),
or you used csg subtract too much, creating too many sides on one brush.
Before I forget, all those brushes in your map, ....
you hit cntl/shift/leftclick when you went to texture them... correct ? You didn't left click and texture all sides right ? Texturing the entire brush,
( areas the player won't see when i game ), will cause signifigant problems later on also.
And don't forget to use caulk for most of your brushwork and then texture that.
-
Imagination
- Sergeant
- Posts: 56
- Joined: Thu May 04, 2006 7:35 am
As the error states, you simply have to many brush sides textured.Bassie_w wrote:I've made a lot of thebrushes detail(bins, table etc.), the LoadPortals: NumVisBytes 10110272 exceeds 2097152 Error is away, but now I got the MAX_MAP_Brushsides error (and I didn't add any brushes, I only made detailed brushes from structural brushes)
I think I've done something completely wrong. And I get mad at the errors, when an error is solved, i get another error back![]()
Can someone please take a look at my map to see what's wrong?
Have you used caulk on all unseen faces in your map? if not I think this may be your answer.
I hadn't used caulk on all the unseen faces, but yesterdag I fixed the problem and I made some Visbrushes. The Visbrushes works, but (believe it or not, but it is true) I get again the MAX_Map Lighting error
(MAX_MAP_LIGHTING exceeded from 180 lightmaps)
What does that 180 lightmaps exactly mean?
I haven't got any other .pk3 (except pak 1 enz.) in my mainmap anymore.
(MAX_MAP_LIGHTING exceeded from 180 lightmaps)
What does that 180 lightmaps exactly mean?
I haven't got any other .pk3 (except pak 1 enz.) in my mainmap anymore.
WHOOHOO!
