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Spherical lighting: Error
Posted: Mon Aug 16, 2004 8:59 am
by fillstar
Hi guys can anyone suggest where i should start to look for what is causing this error.
"Spherical lighting: Ran out of space in the sphere array!"
wow !! never seen it before but, then again i am new to this....
I do have a few red lights around bunker caged lights, with the the light set to 100... it has only just started to appear...
Is there a limit to lighting esp red light.. ???
Cheers
Posted: Mon Aug 16, 2004 11:01 am
by bdbodger
Too much of your map can be seen at the same time and the game has to light too many surfaces at one time . Better vis planning I think is what is needed .
Posted: Mon Aug 16, 2004 11:48 am
by fillstar
yes ok ... that would explain it then cos it started to happen after i added another room to the map underground... i reverted to an old save without that room and it didnt happen...
I have no vis_leafs in there as yet... best i start then
thanks for the reply mate...
Posted: Mon Aug 16, 2004 11:52 am
by jv_map
It's most likely caused by models like players / AIs or maybe vehicles... particle effects can cause this error too... basically anything that has rgbGen lightingSpherical in its shader and you have too many of them visible at one time

Posted: Mon Aug 16, 2004 1:37 pm
by fillstar
hmm well i have your prefab of bots in there tucked away outa site.. but it was ok with them in there before... so i dont think it's them...
Can i get away with some hint brushes perhaps ?, cause i dont understand the whole concept of vis leafs yet .. I guesse i have some learning to do...
Posted: Mon Aug 16, 2004 1:53 pm
by jv_map
Na the bots prefab won't do it as it gets removed when you start the bot scripts
Be careful with the hint brushes... better try to learn a bit about them first because if misplaced your compile times will skyrocket

Posted: Mon Aug 16, 2004 5:11 pm
by fillstar
Yup ok...
one thing i have noticed was when using r_showtris 2 it's like washed out to the max as if something has cranked up the brightness level...
r_showtris 3 no diff just a few xtra colors there...
When i started out on this map i checked that and i could at least still see the brushes albiet black.. There is no way i could see or track down any problems with it like this, lol i am flat out trying to navigate around ... aaarg !
Posted: Mon Aug 16, 2004 5:17 pm
by fillstar
umm just a follow up compile says
Total models lit 364
Total vertecies lit 70894
Total vertecies that were in Solid Leafs 1062
Data Size 275446 bytes
This was just before calc light & diffuse grids
and vis size is approx 600k (have to check agn to be sure)
So i dunno if that helps any one.
Cheers
models
Posted: Mon Aug 16, 2004 5:46 pm
by tltrude
yep, 364 models would kill any map!
Posted: Mon Aug 16, 2004 7:50 pm
by fillstar
ok then well i guess this question may be like asking how long is a bit of string..
How many should i aim for before it gets risky tom..
Posted: Tue Aug 17, 2004 2:32 am
by bdbodger
I don't think that is too many models if you can't see them all at the same time . Like I said before it depends on vis . Patches func_windows brushes with transparent textures etc do not block vis .
Posted: Tue Aug 17, 2004 5:08 am
by fillstar
well i got the issue with showtris sorted out, for some reason i used my other instal for testing instead of my mapping install and it was, an opengl thing.. moved it over to the mapping drive and is now all okay..
So yes jv & bd you are both correct in what you have suggested there is a real mess in there at one particlular point and that is exactly where the error is reported. I move away and the flooding error stops...
And the models !! well they cant all be seen at once, and i am pretty sure i have seem more than 350 odd models in a map before...
So i had better get into this vis leaf thing ... thanks guy's...