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Blinded by the light..racked up like a duce...or something like that...


SunBurN

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Ok I just compiled my map and tried it and the first thing I noticed when I spawned into the game was how blindingly bright everything was... I mean now my map is lit up like a christmas tree!!! I compiled with fast 1/2 vis...do you think that's what caused it??

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Ok I just compiled it again and same deal, this time with full vis (extra). Is there a limit on how many lights you can put in? maybe I have too many? Has anyone else ever encountered this problem??

 

SunBurN

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Ok this looks like something:

 

103 light emitting surfaces

Only 108054 gridArrays used out of 1048576

0...1...2...3...4...5...6...7...8...9... (86)

69 x 58 x 27 = 108054 grid

9455 unique grid light points

0...1...2...3...4...5...6...Exceeded maximum number of styles per face

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This is soo annoying, I'm finally at a place where I think I'm ready to release my map then this permaglow happens and screws everything up. I've tried going in and taking out the lights I put in and other lights, but when I try to play it after compiling, same result! I'm about ready to kick this map to the curb and take a break for awhile since I've been working on this map for over a month!!! If anyone knows what this problem is and how to correct it, please let me know. Thanks.

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Somewhere, you have too many lights affecting one individual surface and making it too bright... this is basically causing the LIGHT process to overload and completely halt.

 

Look through your level for ANY place where say... 10+ lights are shining on one spot.

 

If there aren't any situations like that, look for any place where 2+ bright lights are shining on the same spot. See, the JK2 engine uses additive light, meaning each time you add a light, it adds the brightness value of all the lights shining on any particular spot together... if that brightness value is too high (i.e. greater than some maximum light level (not sure what that value is)) then it won't compile. :)

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This is just a shot in the dark (so to speak) no pun intended, but could a caulk brush sitting byitself in a well lit room cause this problem? I was using it as somewhat of a secret invisible path...it's the only thing in addition to adding a few lights (which I took out) before this happened. Well I've removed that caulk brush and I'm recompiling, I'll let you know if I have any luck. Other than that, I searched my map for anything clusters of lights or areas that would be too bright, and I'm not really finding any....luckily I can go back to an earlier version, but I'll lose some other work that was working....sigh...oh well, I'm praying this compile works this time!!

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nope that didn't work either...oh well I have work in a few hours...going to bed...I'll try this again tomorrow. Thanks for your suggestions Rich. By the way, your map Kamino is looking sweet! I can't wait for it to be released. But I think you shoud make it not only duel, but also ffa. Just my thoughts. l8r.

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Originally posted by SunBurN

This is just a shot in the dark (so to speak) no pun intended, but could a caulk brush sitting byitself in a well lit room cause this problem? I was using it as somewhat of a secret invisible path...

 

You should use playerclip to do that, not caulk.

 

About the lighting; are you using any light-emitting shaders? Perhaps you haven't caulked all non-visible faces, and there is a shader that emits light on some unseen face that becomes overbright. Any very large brushes? Try to break them up into smaller ones. It could help.

 

// Grudge

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ok this is what I figured out. First off what I was trying to do was make a new entrance to a room off of one of the main surrounding walls of the entire map. Well I tried doing it two different ways..one by resizing that main wall, putting in the new entrance and then adding a new brush on the other side of the entrance to complete the wall. The other way was to create a box, hollow it, move it to the wall that I wanted to make the entrance in, deselected it, went inside the box, reselected all 6 sides of the box, pressed CSG, backspace and then I had a hole for my wall. Compiled it and it worked fine.

 

The problem came when I tried to put either a moving door in place of that hole or a force field. In both cases, after I compiled and loaded it in JK2, I had perma bright!!! So since the goal of this entrance was to see through it but not actually go through it, I changed the door to a caulk brush and then it worked fine! You'll see what I mean when I release the map. So that is the solution I'm going with at the moment unless someone has a better suggestion.

 

The other problem I'm having is low FPS. I pretty much have the map finished but would really like to raise the FPS a bit before I release it. In a few areas I get in the single digits

(this is on a P3 800 with a 32mb DDR gforce 1 with 512mb of standard PC133 ram).

 

When I try it on mine

(AMD 1.5ghz Gforce 2 64mb DDR 256mb DDR Ram) I have no problems with FPS at all. They stay between (at lowest) 30's up to 80's - 90's. I've used caulk on all areas that don't show in the game, and I've heard of "hint brushes" that might be a better choice than caulk, but I don't know what they are or if I can use them at this point.

 

Just to make things clear,

 

MP

JK2radiant

 

I welcome any and all advice,

 

Thanks!

 

SunBurN

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