Warning: Too Many Direct Light Styles On A Face(?,
SCShrike
Join Date: 2004-02-27 Member: 26926Members
<div class="IPBDescription">Help!!!!</div> yo guys what doese this (Warning: Too many direct light styles on a face(?,?,?)) mean like in my map there is a lot of lights that have things like switches to turn them on 1 switch turns on 4 lightis in marine spawn and another swithch turns on 3 lights in alien spawn but this pops up all the time when it comes to compiling it
Warning: Too many direct light styles on a face(?,?,?)
and makes the error read me 11,442 kb
I dont get if someting is conflicting in my map with the setupor some solar flares. alot of the lights are light_spot. but i also have my cc slanted with a slanted floor is this the error/or one of them ?
(i just want 2 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> farm a <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->)
PLEASE HELP!!!!!!!!!!
Warning: Too many direct light styles on a face(?,?,?)
and makes the error read me 11,442 kb
I dont get if someting is conflicting in my map with the setupor some solar flares. alot of the lights are light_spot. but i also have my cc slanted with a slanted floor is this the error/or one of them ?
(i just want 2 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> farm a <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->)
PLEASE HELP!!!!!!!!!!
Comments
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Warning: Too many direct light styles on a face(coordinates given)
(revised) You have too many different kinds of light shining on a face(patch) of a brush: either differently named switchable lights, or flickering or strobing lights, or lights with a custom appearance. You need to remove some of these lights in the problem area (probably where you have the most such lighting), or combine the lights' properties into the same style. You can have more than one light shine in an area, but 3 styles maximum; but the lights should be the same light type/custom appearance/name(if any) if possible. The new switchable texture lights count as one dynamic style if they are all the same type/custom appearance/name.
I am not certain about the new shadow coloring control, but I do not think that applies to the dynamic, just to the static background.
(Each face wpoly/patch can have shining on it max 4 light styles: 3 switchable/dynamic light styles, and 1 reserved style for the static/unchanging lightmap. The reserved is the background lightmap - all the normal texture lights, light env, and lights that are unnamed and normal mode - no matter what the color or brightness. The dynamic lights can be single lights or a group, as long as they have the same light type, same custom appearance, and the same name. You can have 3 sets of dynamic - eg. if the lights have the same name, but 2 different light types (eg. normal and flickering) and one custom appearance then they make 3 dynamic styles.)
choice to fix:
1. remove a bunch of lights in the area, named or lights with different types/appearance.
2. change more lights to the same type - type by light properties - or same names - or same custom appearance.
3. (Recent info from Cagey about how the RAD code works revealed that the older compilers look at EVERY entity with a Style property and counts it in as a light style! This includes entities such as buttons that do not give off light!)
So also go thru your entitys with Smartedit off an remove Style stuff, or open up your .map of your level with an editor like notepad and remove the Style values from entitys like buttons that do not give off light really....
4. RAD -coring 0.2 is used in some compiles with switchable lights to make light travel further before the cutoff, which make the switchable light look better - but it may also cause more styles to hit a particular face. If you are using the coring parameter with RAD, consider removing it from the compile.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Warning: Too many direct light styles on a face(?,?,?) exactally that
Warning: Too many direct light styles on a face(?,?,?) exactally that <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What version are you using? I *think* p13 should always give location information now (I fixed every location for that message I found in the source), and it also no longer spams the log unless you specify -verbose in the command line.