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
i will try them all together and/or one by one. This will take some time, though
atm, i do light -final -extra -verbose and it seems to compile for ever
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.
Ahemmmm.....
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.
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.
Balr14 wrote:The smaller you make the light grid, the worse lighting problems get.
well, it doesn't get worse here 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
Good news for me: it's working now
Bad news for you: i don't know why
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.
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.