Pdboer518 Posted June 6, 2002 Posted June 6, 2002 I am making a Coruscant map, but when I make my map rather big I get the a compile message that says I am exceeding the light grid array or something: "X > 1048576". It then gives me ambient light in the game. I ran many test maps to identify what this compile message means, but I'm stumped. It must be something to do with calculating the light value of every grid box, so I tried to fill space with no-draw brushes but my light grid array size stays he same. So I made indentations of my outer box (seperating my inside with the world) to get a smaller volume. This and lots of other tests didn't help either. I need a way to make the impression of a large (vertex lighted) map. Any ideas??
Xcom Posted June 6, 2002 Posted June 6, 2002 Try adding this line to sky shader (I assume you are using one): q3map_lightsubdivide 256 or this: q3map_lightsubdivide 512
VIO Posted June 6, 2002 Posted June 6, 2002 don't bother read the resources sticky i posted some on this my link is bad though but some below my post has the working one try that thats how i fixed one mine. alll you need to do it and the key gridsize to your worldspawn and then the number in the thread for the value
Drakewl Posted June 6, 2002 Posted June 6, 2002 but please remember that passing the default count of light grid arrays can increase the need for RAM don't wonder if you get the compiling error "not enough memory" (especially with less than 256 mb ram)
Pdboer518 Posted June 6, 2002 Author Posted June 6, 2002 Come again VIO? It sounds as if you had the problem and fixed it. Where can I fid this link and what should I key into my worldspawn??
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