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Question about Grid Arrays (light compiling)


Drakewl

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just want to ask if there is at least a minor possibility to solve the problem with exceeded grid arrys in the compiling process with light procession

 

to describe it

 

if your skybox exceeds a certain scale you'll get an error within the light compiling process which says that you've exceeded the maximum possible number of grid arrays. Result of this error is a map with high ambient light and no shadows.

 

thx

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Have you tryed using the gridsize key via the worldspawn entity and setting a higher value?

that or try altering the -samplesize for the -bsp and -light compilers?(much the same thing i belive)(default is 16 and both must be set to the same value of you'll get a light grid missmatch error)

 

if you need more info on setting up the compiler for these option's plz just let me know

 

hope this helps

gizmo

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thanks, i will try it with the worldspawn-bsp-gridlight-option

 

to give you a hint how i bsped the map i list my batchfile code here (did it with and without -extra)

 

 

D:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -bsp -samplesize 64 D:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/tal01.map

 

D:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -vis D:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/tal01.map

 

D:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2map -light -extra -samplesize 64 D:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/tal01.map

 

 

 

 

additionaly i would like to know what lightning grid size exactly means in view of the technical process.

 

the bigger the value (ie 128) the more detailed the lightmaps?

 

thanks for your help

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and i got new results

 

increasing the values of the key gridsize in the worldspawn entity to 128 128 256 in example, will solve the error with exceeding gridarrays

 

to be more detailed

 

originally i've had about 2,7 million grid arrays

 

then i changed the values of the key gridsize to 16 16 32 and the count of grid arrays reached 192252654

 

 

another change, but this time increasing the values of the key to 128 128 256, with other words increasing the scale of 3dimensional grid arrays to give the light compiler a count that can be managed in a better way, brought me to 380063 grid arrays, being about 700000 below the standard limit of 1048576.

 

happy mapping

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Glad to here you managed to fix it with the gridsize key :)

 

as for the -samplesize it seems the lower the number the higher the light sampling value.....

im not sure about numbers atm but the lighting at 4x4 looks ahell of a lot smoother that the default 16x16(but takes about 3 times longer to compile) that said lighting still sucks when comparded to GTK's new lighting code

i just hope the GTK guys can add full support for JK2 soon....

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