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Mesh lightmap miscount error?

Posted: Fri Feb 14, 2003 12:51 am
by Desert Eagle
complie runs fine until here

====== Initial Lighting ======
ambient light at (5.00 4.80 6.00)
0 light emitting surfaces
0% complete. 0 hours 0 minutes 0 seconds remaining.
************ ERROR ************
Mesh lightmap miscount

Anyone ever have this error?

Posted: Fri Feb 14, 2003 7:23 am
by jv_map
Never seen that one before :shock:.

I think you'd best make a back up and delete some patch meshes.

Posted: Sat Feb 15, 2003 5:57 am
by Desert Eagle
have learned one thing, had nothing to do with LOD Terrain and Patch Meshes or Cylinders.

Going to screw with the ambient light numbers next. Will find the answer some how, so I can let others know if get this error

Posted: Thu Jul 03, 2003 1:48 pm
by Major Pain
Sorry for opening after such a long period, but I have such an error now. What should I do precisely?

Posted: Thu Jul 03, 2003 3:38 pm
by crunch
I saw a similar post on another forum, and spent a few hours trying to research the error, and came up empty.
However, I tried recreating the error myself. Again, I could not get the error. But I have an idea that I am going to try.

If I had to offer a guess, I would say that the miscount is too many polys within the radius of a single light. It seems that increasing the radius of a light to encompass a large area with many models will generate this error.

I am interested in this error, also, and if I come up with anything definate, I will post it here!

Kill Ya Later!

Posted: Thu Jul 03, 2003 4:24 pm
by crunch
Well, I really don't know how to explain the error, it has to do with lightmap calculation inequalities. (Lots of reading!!!!)

But, I do know the fix.
In "worldspawn" enter the k/v pair of lightgrid/512. (You can't change this in the compile settings, must be changed in your map in Radiant)
Then recompile the map.

This subdivides the lightmap and forces calculations of smaller areas.
If 512 is still too large, decrease the lightgrid size even more.

Kill Ya Later!

Posted: Thu Jul 03, 2003 4:39 pm
by Surgeon
nice catch Crunch

Posted: Thu Jul 03, 2003 5:53 pm
by Major Pain
Well You are my angel...LOL :lol:

I'll try tomorrow, and if it works, u will get a beer from me! :lol:

Posted: Thu Jul 03, 2003 6:47 pm
by Major Pain
Well...no beer for you...it's the same...Mesh Lightmap Miscount

Posted: Fri Feb 04, 2005 10:27 pm
by wacko
I would have prefered to leave this thread in peace, but now I got that error, too. :cry:
At the moment I'm trying several snapshots of my map to find the last working version (snapshots are ur friends :wink: ) but is there any new knowlewdge about that error somewhere? (Google gave me just crap)

Posted: Fri Feb 04, 2005 11:24 pm
by Master-Of-Fungus-Foo-D
make it even less than 512.. make it 280! i dunno... im just followin what he said...

Posted: Sat Feb 05, 2005 12:03 am
by diego
Are you using light entities yet? or just the ambient? If you are, you could try saving all your lights out as a prefab for backup purposes, then delete them from your map and try compiling again with only the ambient or sunlight.

is 4.80 a valid input for the ambient? Just curious, I've never tried anything but whole numbers before.

What compile options are you using during the LIGHT step?

Posted: Sat Feb 05, 2005 12:25 am
by wacko
@fungus(I hope I may shorten ur name that way?!):
I tried lightgrid/128 right now. same error :cry:

@diego:
I have one single light, which though I did delete for testing and this didn't help either. So, when getting the error, I just had ambient light (which btw wouldn't helped much anyway)

4.80 for ambientlight? yes, it's working fine but u dont see much difference between 4.80 and 5 :wink:

light stage was with -fast. Compile with no parameter does the same. Good thing is, error appears at 2%. Could be worse indeed.

Posted: Sat Feb 05, 2005 2:13 am
by diego
Try adding the -final option in your light compile. I know you shouldn't have to do that, but I had a lighting problem a while back (not the same one) that would only work if I specified that. Since you don't haven any lights, it should still be pretty fast... if it works, is. :wink:

Some other options you might try:

-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.

-onlygrid: Only calculates the lighting grid.

-extragrid: Does a full detail calculation of the entity lighting grid.

-v[erbose]: Enables verbose message output (you get more info)


There are a bunch of others you can try, but these seem the most relevant. Sorry if I'm passing on suggestions you've already tried. :oops:

Posted: Sat Feb 05, 2005 2:33 am
by diego
I also just saw a post about this in a forum and the guy said he had his skybox all the way to the edges of the map. When he brought it in, it worked. Another guy suggested that problem might happen if your geometry goes too low in the negative axis.