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Calc light & diffuse grids problem

Posted: Fri Apr 01, 2005 6:07 pm
by cmphooligan
When I built my map it begins good. After some buildings The builder goes to Calc light & diffuse grids. The % meter begins and starts to move in the rong direction, so -1, -2 ...... to - 250 after that it goes 250, 249 ....... 0 %. Then the whole thing start again over and over. After a few times (6) it stops and a window of windows appears to ask if you want to quit the program. (the error screen)

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Anyone knows whats the problem?

thx

Posted: Fri Apr 01, 2005 6:15 pm
by ViPER
Did you check the bsp?

Posted: Fri Apr 01, 2005 6:51 pm
by cmphooligan
What do you mean with check the bsp?

Posted: Sat Apr 02, 2005 12:12 am
by panTera
Seems like there's something(?) in the map that Mohlight doesn't like.
Okay, a couple of questions:
1) Is it a very complex map, meaning lots of brushes with lots of (manually placed) pointlights nearby?
2) Have you checked the map for bad polygons (malformed brushes) before compiling?
3) Can you compile the map without Light, without other errors?

If you haven't already, download the Rogue-plugin. Place everything in a folder called plugins in the MOHTools folder. Then in Radiant go to Plugins in the menu and perform some checks.

Another thing you could try is compile with an additional option in the Light-stage, -nogrid
"-nogrid: Don't calculate the entity lighting grid. (The lighting grid is used to adjust the brightness of entities, even when they move around, such as the player's gun getting darker in shadowed areas)." <-taken from the Advanced compiling tutorial (in General tuts section)

I have no idea what the problem could be, never seen such thing in the lightstage before. But maybe the compile will finish when you use that -nogrid option so you can check the map ingame for any visual errors.

bsp

Posted: Sat Apr 02, 2005 12:23 am
by tltrude
The reason you compile your map is to make a .bsp file which will run in the game. There are three stages to the compile. The bsp stage is first, then comes the vis stage, and finally the light stage. The last two just add to the bsp file, so even if they fail, the .bsp file should still work--although it wont look very pretty.