2 questions: sparks + too many light styles
Quote from Brits on June 25, 2011, 12:01 pmI have two questions:
1. When the map is reloaded after dying or anything, az env_spark-like thing appears in the 0 0 0 point of the map. I don't know when it started happening or what had I done before. Any ideas what can cause this?
(The map has an env_spark in it but this had started happening before I added the spark.)2. Should I worry abot these "Too many light styles on a face at..." warnings? I get a lot of them during compiling. I've read that too many named lights can cause this, but I dont't think that's the reason. I have 2 named lights for lasers and the ones in the cubedropper instance.
I have two questions:
1. When the map is reloaded after dying or anything, az env_spark-like thing appears in the 0 0 0 point of the map. I don't know when it started happening or what had I done before. Any ideas what can cause this?
(The map has an env_spark in it but this had started happening before I added the spark.)
2. Should I worry abot these "Too many light styles on a face at..." warnings? I get a lot of them during compiling. I've read that too many named lights can cause this, but I dont't think that's the reason. I have 2 named lights for lasers and the ones in the cubedropper instance.
Quote from Vordwann on June 25, 2011, 4:40 pmDon't worry about the too many light styles if your map looks fine. I get that message every time I compile one of my maps and it always comes out looking great.
Don't worry about the too many light styles if your map looks fine. I get that message every time I compile one of my maps and it always comes out looking great.
[spoiler][SP] Alternate[/spoiler]
Quote from Aldéz on June 26, 2011, 6:25 amBrits wrote:[...]
2. Should I worry abot these "Too many light styles on a face at..." warnings? I get a lot of them during compiling. I've read that too many named lights can cause this, but I dont't think that's the reason. I have 2 named lights for lasers and the ones in the cubedropper instance.You can only have a maximum of two switchable lights affecting the same surface. A light is considered switchable if it has a name. A lightmap for each combination of the lights' on and off states is compiled. Therefore the combinations grow exponentially for each light added. That's why there's a limit.
Depending on the lighting conditions you've set up, this error may or may not be noticeable. You should consider adjusting the keyvalue labeled "0 percent falloff distance" to limit the distance these switchable lights are casted.
I don't remember, but changing the lights' "Appearance" may also be a cause of this error.
2. Should I worry abot these "Too many light styles on a face at..." warnings? I get a lot of them during compiling. I've read that too many named lights can cause this, but I dont't think that's the reason. I have 2 named lights for lasers and the ones in the cubedropper instance.
You can only have a maximum of two switchable lights affecting the same surface. A light is considered switchable if it has a name. A lightmap for each combination of the lights' on and off states is compiled. Therefore the combinations grow exponentially for each light added. That's why there's a limit.
Depending on the lighting conditions you've set up, this error may or may not be noticeable. You should consider adjusting the keyvalue labeled "0 percent falloff distance" to limit the distance these switchable lights are casted.
I don't remember, but changing the lights' "Appearance" may also be a cause of this error.
Quote from Vordwann on June 26, 2011, 9:40 amYeah I need to change that in my map. I had a sequence where after you completed a puzzle, all the lights in the previous puzzle would shut off one by one. I scrapped the idea and the logic in my logic_relay, but the names of the lights are still there. Thanks for fixing my problem Ald?z.
Yeah I need to change that in my map. I had a sequence where after you completed a puzzle, all the lights in the previous puzzle would shut off one by one. I scrapped the idea and the logic in my logic_relay, but the names of the lights are still there. Thanks for fixing my problem Ald?z.
[spoiler][SP] Alternate[/spoiler]
