Ns_titan6 Problem
SamR
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-->
'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
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>
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.
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.
Thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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.
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.
Bugger. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
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--> !)