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Compile Error: MAX_MAP_LIGHTGRID_ARRAY


AKPiggott

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I can't compile my level with lighting!

 

It runs the "sof2map -light" thing for 30 seconds, then exits... the log says "MAX_MAP_LIGHTGRID_ARRAY" and then gives a number, stating that I am over the limit of something.... obviously an error with the map.. anyone know how to fix this? I've tried deleting all my lights and all my light emitting surfaces, but I still got the error....

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OK, I don't get the error anymore... but I left my level compiling on "light only" and came back six hours later and it still hadn't finished.. which is ridiculous, because last time I fully compiled it (and not much detail has been added since), it took less than two hours... is it anything to do with this "gridsize" setting? By the way I set it to "256 256 256"....

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Not sure. I actually thought that compiling should go faster when gridsize is bigger. Maybe you did smth else or maybe it's normal depending on your map.

 

because last time I fully compiled it

 

Last time you got an error. ;)

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Originally posted by Xcom

Last time you got an error. ;)

 

Hehe... you know what I mean.. OK.. OK... last time I succesfully compiled it....

 

Anyhows.. I made the gridsize "128 128 128".. I'll try compiling later... I can't be bothered right now.. but I've been trying to compile this bugger since Tuesday, and it's really getting on my tits now....

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im pretty sure i read on a quake3 message board that increasing the gridsize decreases lighting detail, so it should make the light compile faster i would think

 

i hope that was what it meant 'cause i had the same problem and rather then go for less detailed lighting and larger gridsize i cut a third of my level off and finished it early which would suck if i had the whole concept backwards

 

i also read that getting rid of heaps of unnesesary surfaces can fix it too, which means some hardcore caulking

 

-patch

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Argh... before I put the "gridsize" thing in.... the "vis" part took about half an hour.... I am referring to the same version of the map by the way, because the "vis" worked before... anyway... it's now two and a half hours in and still going... adding the gridsize thing seems to slow it down massively (or maybe even stop it completing compile at all)... my level is tiny so far, and I eventually want it to be a huge SP map... if it's going to end up taking about a week to compile, I might as well forget it...

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It depends. Do you have many lights lighting up curves? If it's just brushes, it shouldn't take that long...

 

If you've looked at duel_kamino, it took 30 minutes on my system to compile the light information for those curves.

 

If I added a third lighted column in between the other two, that compile time jumped to four hours.

 

Try to keep too many lights from being near each other, because that makes the LIGHT process extra complicated (it has to create, recreate, and recreate again several lightmaps for each texture)

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Actually.. no... come to think of it... that was the original error... I deleted all the lights and I still got the gridsize error... sorry... I weren't thinking straight...

 

Well, anyway.. I did what you said, I had a few lights near each other which got moved, plus I deleted some unnecessary ones. Vis compile is back to taking about half an hour (which is odd, because I didn't think lights effected vis), after which I left it compiling for three and a half hours (just came back to it) and the light compile is still going... which is a bit annoying, considering it still takes much longer than it used to... but, hopefully it'll get there in the end.

 

Do you think XP has anything to do with all this? I haven't been able to succesfully do a full compile on my level since I upgraded from Windows 98 to Windows XP... or is it just coincidence?

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Hmm.. lights are still taking over 6 hours to compile, and I've since deleted a load of them, there's now less lights in my level than there was the last time I succesfully compiled it, and that was in under two hours... any more ideas Rich?

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