UltimateZeus Posted September 3, 2002 Share Posted September 3, 2002 Hi, I have been making a map and I have always been using the novis (nolight) option as I only want to add light at the end. I have now made 1 point light and when I compile the map with fullvis - the map still looks bright throughout the entire map. The vis process and light process is pretty quick but it still looks as though they are doing something. Please help. Thanks a lot Link to comment Share on other sites More sharing options...
Project_Fusion Posted September 3, 2002 Share Posted September 3, 2002 Hi, How much scale do you have? How much light do you have? (Both in entity window) Do you have ambient light on, in the worldspawn enitity? Rich Link to comment Share on other sites More sharing options...
Darth Link Posted September 3, 2002 Share Posted September 3, 2002 does ambient mean global lighting?like it lights up all the areas in your map with the same amount of light?if so could you tell me how to use it?i need it... Link to comment Share on other sites More sharing options...
UltimateZeus Posted September 3, 2002 Author Share Posted September 3, 2002 I tried to compile with jk2 Radiant and it gave me this error: 50 light emitting surfaces ERROR : MAX_MAP_LIGHTGRID_ARRAY (1160147 >= 1048576) I tried taking out some surfaces that use lighting but the figures and error remain the same. I don't have ambient light on. Brushes : 1270 Entities : 337 I would really like to release the map but I can't release it with bad lighting. It is also an SP map - I don't know if that would make a difference with lighting. Thanks for the help. Link to comment Share on other sites More sharing options...
Project_Fusion Posted September 3, 2002 Share Posted September 3, 2002 ... I'm stumped. the only thing I can suggest is compiling with the final fullvisextra-but I really DOUBT that would make a difference... Sorry. Darth link, global lighting is ambient, yes. All you need to activate it (REMEMBER it will stop all other lights-So you may only want to use it in a complete outdoors level.) is to go to the worldspawn entity (press n, then scroll to and highlite the bottom one "Worldspawn". There is an option there for ambient, and I think the description may say something about it. Hope that helps, Rich Link to comment Share on other sites More sharing options...
UltimateZeus Posted September 3, 2002 Author Share Posted September 3, 2002 The error is : Exceeds MAX_MAP_LIGHTGRID_ARRAY (1160148 >= 1048576) I tried to change all sky texures to normal textures and the only thing that changed was the 50 light emitting surfaces to 30. Same error as above though. Anyone else got any ideas? Link to comment Share on other sites More sharing options...
volrathxp Posted September 3, 2002 Share Posted September 3, 2002 set your lightgrid higher.... that error means you have too many lights in the map. ergg... offhand i forget how to do that, but i'll look lol... Link to comment Share on other sites More sharing options...
UltimateZeus Posted September 4, 2002 Author Share Posted September 4, 2002 Thanks. I worked it out. Volrathxp has got it. The map is too big for the lightmap and therefore you have to increase the grid cell size. You can do this by going to worldspawn and changing it there. Thanks everyone Link to comment Share on other sites More sharing options...
Bell Posted September 5, 2002 Share Posted September 5, 2002 oh thank god!! i have that same problem. can you give me an example? what was your key and value for the grid size? Link to comment Share on other sites More sharing options...
UltimateZeus Posted September 5, 2002 Author Share Posted September 5, 2002 Double every value ie. 128 128 256 Link to comment Share on other sites More sharing options...
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