Newbie1 Posted September 15, 2002 Share Posted September 15, 2002 Can anyone help out with a lighting problem I have. I have only mapped the first 3 rooms of my map & have 14 lights, 6 in the first, 4 in the second & 4 in the third. The reason for this is the lights are positioned next to flame effects to try & give a realistic light map. The problem - everytime I add new contents I am getting the compile error of ..exceeded maximum number of styles per face. I know this is related to lights with colours or styles but replacing lights with those without colour or style is making no difference othe than spoilt the visuals of the map. Will such tick boxes such as linear & noincidence make a difference or is it that I have too much detail (too many brushes) in the room or perhaps too many targets & triggers. The room that is causing the most problems it seems has 4 flame effects & 4 corresponding lights. 1 trigger activates a short cinematic then if the player uses the 2 force push activated FUNC_STATICS the flame effect & light corresponding to each will go out then the remaining after a delay before a platform appears. I haven't been able to get anywhere with this for weeks & its driving me insane to the point where I just might give up on it. Link to comment Share on other sites More sharing options...
Eldritch Posted September 17, 2002 Share Posted September 17, 2002 Why don't you just alter the flame shaders to emit their own light and do away with the light entities entirely? Then the light they emit will be more realistic, and you may not run into this problem. Link to comment Share on other sites More sharing options...
Newbie1 Posted September 18, 2002 Author Share Posted September 18, 2002 Have to take a look at that. Didn't consider that the effects used shaders as well. Pity I have little idea about editing shaders & that the Shader & effects editing sotware supplied as JKII tools always crash on my machine so I cant' use them to make things easier. Most of ths shaders I have produced (all of three) have been made by dragging various lines from existing shaders & playing about until Iget an effect near to what I want. I no nothing about masks & alpha channel use with PSP7 to apply them to textures. If I did I would have shader effects exactly like I want & not near towhat I want. Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted September 18, 2002 Share Posted September 18, 2002 Ive got a good tip for the shaders m8 firstly if the shader editor refuses to work try right clicking on a shader then do open with notepad or wordpad its slightly harder but just take the part you need copy it into a new file then change bits to use your textures and resave as a new name with .shader after =] As to the shader editor not working i know why Only shaders placed into the directory gamedata/base/shaders will open anywhere else they refuse to..... Same again though right click and say open with shader editor Link to comment Share on other sites More sharing options...
Newbie1 Posted September 19, 2002 Author Share Posted September 19, 2002 That isn't the problem I have with the shader editor. It crashes randomly, much like GTKRadiant (thats why I use JK2Radiant) It also fails to show the results of alterations as the software intended probally because I am not using NT. It also opens up at a larger resolution than I am supporting, much like BehavED etc. I mean what a lack of user consideration to set all of the software at 1024x... resolution. And no I am not going to increase my resolution, I only have a 14 inch monitor & I'm since I can't afford a new one I can't afford the 14 inch magnifying glass to view everything on screen when I bump up the resolution. Link to comment Share on other sites More sharing options...
Bell Posted September 19, 2002 Share Posted September 19, 2002 use q3ase it rocks http://www.bpeers.com/software/q3ase/q3asetutorial.html Link to comment Share on other sites More sharing options...
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