Ns_titan6 Problem

SamRSamR Join Date: 2002-09-30 Member: 1382Members
<div class="IPBDescription">I need some help</div> My map Ns_Titan6 was coming along nicely, but now, all of a sudden, I get this when compiling:

'Warning: Too many direct light styles on one face
Warning: Too many direct light styles on one face
Warning: Too many direct light styles on one face
Warning: Too many direct light styles on one face'
(repeats forever)

Ok, so it's a problem with the lights, I presumed. I mean, it's a pretty self explanatory problem.

I got this after making a small corridor with some texture lights, and spot lights. There were also some pipes, which I thought might be messing it up, as these lights shine onto the piping.

So, I then deleted the spot lights, pipes, and took away the texture lights, and I'm still getting the same problem.

It's a pain in the ****, and I don't know why it's doing it. Has anyone else come across this problem?
If anyone can help, it would be most appreciated. Otherwise, I'll have to start destroying this level bit by bit till I find the problem... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    <b>check if you really deleted every old light source</b>

    Each polygon surface is only allowed to have 8 different static light STYLES (or 3 different dynamic lights STYLES) on it.

    STYLE means an RGB(H)+behaviour Value and not a light source, there are unlimited lights of the same kind are allowed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    So one surface can have one purple, one green and one grey light on it.

    this gets fixed by changing light types in areas with too different lights , or just delete some different lights.
    check the coords in the error message.

    <a href='http://members.telocity.com/pdebaan/errors.htm#blackhand' target='_blank'>http://members.telocity.com/pdebaan/errors...s.htm#blackhand</a>
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited January 2003
    The coords after the message are (?, ?, ?) ! How helpful is that?!

    The thing is, the map has been completely fine, and I've deleted the new lights, but it still won't work. I can't think of anywhere, where I have more than 3 light styles on one face. This is ridiculous. Thanks for the link though.

    Could it have anything to do with the null texture? I recently went the level putting the null texture on parts the player couldn't see, including some texture lights. Could this cause the problem?

    Other than that, there have been no other changes to the map.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Make one huge, NOT hollowed box around the area were you deleted the lights.
    If error stays make box bugger.
    If error gone make box smaller.
    Make sure CSG and BSP run correctly. If not VIS and RAD will use the old .bsp file wich has the error.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Ah, I wasn't aware that, that would work. That's the same technique I used for finding leaks. Ok, I'll try that, and get back to you later.

    Thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    A brush covered with NULL will not block VIS.
    so there could be a ray from one more light hitting an exhausted surface trough the NULL texture.

    jsut test this by; texture - replace - replace all null textures.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'm betting swicthable texture lights count towards that total too. If it was a texture emitting the light and not a point entity it might explain the (?,?,?).
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited January 2003
    Hmm, there aren't any switchable texture lights in the map, just regular texture lights, and I already removed the new ones.

    I just boxed off the new part of the map, and it's still giving me this error. Damn this infernal engine!

    Yeah, my next move was to replace the null texture with something else, see if it works. I'll get back to you on that one too.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Ok, I just replaced all the null textures aswell. Looks like this map is a gonner. I'll salvage the best parts, and redesign the layout.

    Bugger. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited January 2003
    I found the problem. Well, I narrowed it down to the Marine Spawn. This doesn't actually make sense, since NO changes were ever made to this area, and then all of a sudden I get this problem. I also found this out after deleting 75% of the map from it, since it was the last place I expected to find the problem.

    No matter, I have the map still backed up, so it can be salvaged, though I am doing a redesign on the layout.

    EDIT: I've just noticed I've posted posted 3 times after each other over the last week in this post, sorry (shows how much other people are interested in this thread... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> !)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Just means we were as stumped as you.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    What were your -chop values set to? Also, did you mess around with any fade/falloff values?
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