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Posted: Thu Nov 27, 2003 4:49 am
by Vampir
LOL...I ran light in verbose mode to try and see the error better. I think I amy have solved the problem. Downsized textures. I am running a new compile now maybe it will work. If you have a lot of downsized textures the compiler views it as one big surface 4x what you intended it to be depending on how far you downsized. That may be the problem
Posted: Thu Nov 27, 2003 12:18 pm
by bdbodger
I just had the same error . What I did was change a fence from brushes for each board to a custom texture that was 3 boards and spaces between them one brush for the whole length of fence . then I took out brushes that wheren't needed . I got the problem after adding a few brushes not light so I guess there where just too many brushes in the map . Fixed now map compileing normally now again . I suggest you do the same bring down the brush count .
Posted: Thu Nov 27, 2003 2:25 pm
by small_sumo
What is the max brushes, and any other max things you can check in the editor?

Posted: Fri Nov 28, 2003 2:57 am
by Vampir
Well I will see what I can do....I added a Lightgrid k/v in the world spawn value alos...I tried lightgrid 512 512 512 it did not work either. I will look into the brush count.
Posted: Fri Nov 28, 2003 5:03 am
by Vampir
I reduced the brush count by over 650....Still same error but now its MAX_MAP_LIGHTING exceeded by 219 lightmaps
Posted: Fri Nov 28, 2003 5:27 am
by small_sumo
I am haveing the same problem with my hood map the one at the docks, I have just removed everything below decks to get past this error thats doggin me bad.
Just doing cal light & diffuse grids, will know soon if I get there.
Posted: Fri Nov 28, 2003 6:29 am
by Vampir
Ya I am trying to finish this Remagen Bridge Map....Its gigantic. removed a total of 900 Brushes Map info is
Brush Total w/entities 2767
Net brush count 2498
The orginal was 3420 and 3211 net...Down sized textures can cause the same error I am told. I fixed all that also.
Posted: Fri Nov 28, 2003 6:31 am
by Vampir
OK I FIXED IT!!!!!!!!!!....I had to remove alot...but the error stayed the same..So I removed all 1-2 of my tree line textures and it dropped from 206 light maps to 189....So i removed all of them and the error went away..........!!!!!!!!!
Posted: Fri Nov 28, 2003 7:06 am
by small_sumo
Well I removed the whole interior of my ship and I dont want to take anything else away, I need a vollunteer to have a look at it and see if it can be fixed, this map has been in the works for over a year and now I am finnished with all sounds and no script errors and here I am in the last coupla days I cannot fix the dam thing, I cannot compile it
Mail me anyone if you wanna have a look at fixing it.
Thanks
sorry for the rudness Vampir.
oh btw map stats are total brushes 4314 total entities 1481 Net brush count 2609
38 vis leafgroups
Posted: Fri Nov 28, 2003 9:34 am
by bdbodger
well my total brush size is now 5575 total entities 1887 and net brushes 3515 . Some of the brushes I removed where 10 sided so I guess the face count maybe important too . No vis leafgoups walls and hint brushes good vis in this map 50 frames just a light problem fixed for now .
Posted: Fri Nov 28, 2003 4:18 pm
by crunch
Is it possible that one of you with this error could try -approx 50 in your light command line?
I am curious to know 2 things....1, if this will help, and 2, if this command is supported.
If supported, It should help solve the error.
Kill Ya Later!
Posted: Sat Nov 29, 2003 2:31 am
by small_sumo
Consider it done, I will get back to ya.

Poly count
Posted: Sat Nov 29, 2003 6:02 am
by tltrude
I looked for "max_map_lighting" on the internet and found that, for the most part, it is caused by too high of a poly count (face count) in the map--number of faces, not number of brushes. So, reducing the complexity of patch mesh in your map will probably help a lot. And, of course, caulk all faces that will never be seen by players.
The best way to reduce complexity of a patch is to highlight it and hit Shift and left bracket ([). Keep hitting it until the patch just starts to look blocky in the 3d view--you will see the number of triangles and their size change in the 2d view as you reduce it.. Then hit Shift right bracket (]) one time to get the smooth curve back.
Another way to reduce face count is by adding vis_leafgroup, area, and hint brushes to your map. They will also improve preformance--higher frame rate.
Apearently, light maps work hand in hand with vis. So lets say, you have a long curving road in your map--made of one patch mesh. The entire road lightmap has to be drawn, even though a player can only see a small part of it at any one time. Making smaller sections of road would reduce the number of faces that have to be lighted as the player moves around.
Well, I hope something in all that helps!
Posted: Sat Nov 29, 2003 9:34 am
by bdbodger
Well I fixed my error . I can belive that it has to do with face count I mean the light stage has to make a light map for each face but I don't know about the affect of vis or leaf groups . It is not while you are playing that you get the error it is in the light compileing stage . After being fixed the map was 20 megs before with no light stage 13 megs about 1/3 smaller in size . My map is almost finished now so I am good to go I hope .
Posted: Sat Nov 29, 2003 11:07 am
by small_sumo
I am trying the approx 50 thing now, what does it do? I did a fast compile and got no error but when I did full -extra -final -staticshadows. I got the error. I might have to lessen the complexity of the patch mesh on the ship, I have been afraid to do that cos its quite a tedious effort I did back then, I didnt know to lessen the complexity of it so if I do it now I might end up with everything not lining up. We live and learn, this is one reason I wont go to cod, I canot go through the whole learning process again it will kill me lol.
Thanks guys all ya all are heros in my mind.
