Error: No Lights! Created 16 years ago2007-12-13 18:07:31 UTC by Spike Spike

Created 16 years ago2007-12-13 18:07:31 UTC by Spike Spike

Posted 16 years ago2007-12-13 18:07:31 UTC Post #240850
Error: No Lights!

That's the error I have after VIS. Obviously I have a light_enviroment and normal light. I can't understand why compiler doesn't recognize those entities

I have no LEAK
Posted 16 years ago2007-12-13 18:33:52 UTC Post #240851
copy-paste into a new map and try that.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 11:36:02 UTC Post #240884
yEAH thnx now it works. But OMG... BSP takes 3.20 seconds but the VIS 1 hour... and is a little part of the map. It's a large beach with some cliffs and stuff, but 1 hour VIS???
Posted 16 years ago2007-12-14 15:30:22 UTC Post #240913
As you can see, a 8 day compile time is possible.
http://www.countermap2.com/Tutorials/tutorial3162.html?id=26
Posted 16 years ago2007-12-14 16:38:30 UTC Post #240921
learn to optimize your map.
It's all trial and error.
The more you map, the better you get at it as well.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-14 16:39:58 UTC Post #240922
People are always surprised the first time they have a compile of over an hour. Then they learn that as they go their maps get bigger, better and more detailed, and compile times get longer and longer. For a DM map I've had 16 hours, on a pretty powerful computer.

Cut down times by not using your computer while it is compiling. Once times get up there, you may just want to compile over night. :hammer:
Posted 16 years ago2007-12-14 16:56:45 UTC Post #240930
That's the map and I have some questions about it. Why is generating all this squares on the water (func_water, right side of the map)?

Whys is generating the squares on the SKY brush?
Posted 16 years ago2007-12-14 17:18:57 UTC Post #240931
You forgot to add links or pics.
Posted 16 years ago2007-12-14 17:25:16 UTC Post #240932
User posted image
I know optimizing. I've done some map attemps after doing this one and I know It has to be optimized. I leave 1 unit between complex brushes, I create func_walls too to optimize the map, I was sure it was optimized.
Posted 16 years ago2007-12-14 17:46:42 UTC Post #240935
Ok, I have deleted the left cliff, and still having all this squares on the floor. I can't understand why, and all have the same size. I just don't understand why. Texture scale is 1

That's how it looks like in EDIT mode.
User posted image
Posted 16 years ago2007-12-15 15:54:14 UTC Post #241050
Can anyone help me??
Posted 16 years ago2007-12-15 16:09:40 UTC Post #241053
Those are the patches, scalling the texture up (e.g. to 3) makes bigger squares...
Posted 16 years ago2007-12-15 16:10:42 UTC Post #241055
But texture is not scaled. All map is scaled to 1, that's why I don't understand the squares
Posted 16 years ago2007-12-15 16:13:46 UTC Post #241057
Scale it up and you will see the difference, on large areas, like on rats maps it is 3 to 5 ont the most of the map, because it makes less patches.
Posted 16 years ago2007-12-15 16:15:00 UTC Post #241059
I don't understand what the problem is. Does anyone else?
Posted 16 years ago2007-12-15 16:17:58 UTC Post #241060
I think the epoly value is too high, which cause lagg on this map, and he wants to optimize it somehow, scalling is one of those tricks which solves it.
Scale 1 means that the texture is not scaled, in the game higher resolution textures (512X512, 256X256,...) cause bigger squares and smallers (96X96,...) cause smaller squares at the same scale. So an 128X128 texture with scale 2 has the same square size as an 512X512 with scale 1.
Posted 16 years ago2007-12-15 17:53:30 UTC Post #241070
hang on, was the picture with all the squares ingame or hammer?
Posted 16 years ago2007-12-15 18:04:20 UTC Post #241074
Okkkkkkkkkkkkk thnx, now I understand, I thought texture scale 1 doesn't make squares.

@The Free Man: No, it's "engine view"
Posted 16 years ago2007-12-16 12:21:14 UTC Post #241196
I just want to show the way it's optimized now, and compare it with the pic before posted.

Before:
User posted image
Now:
User posted image
Thnx to helpers
Posted 16 years ago2007-12-16 13:42:43 UTC Post #241202
Posted 16 years ago2007-12-16 17:59:17 UTC Post #241223
I kno you fixed your problem, but could you answer
a couple questions please?

What is this engine view you speak of? I never heard of patches
but I think I've seen them spoken of in the compile report... Is there
a nice description of what these things mean anyone?
And btw for anyone interested, some things I've noticed concerning
compile times:

-layouts/designs that allow the player to see to much stuff at once makes your VIS take for friggin' ever, not to mention give you poor r_speeds/frame rates.

-As previously stated, texture scales are a huge impact on compile times. Do a really simple test map and set the texture scales really low, and u'll see what I mean.

-If you can't avoid those previous 2 problems, try using fast VIS until your final compile time. downside is this increases your RAD times I think. I always use fast VIS until the end...

-Last one I can think of is bad brush or brushes, and errors in general. It sounds obvious but check for errors before and the compile log after to make sure some stupid error isn't screwing with your compile.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-12-16 19:09:14 UTC Post #241238
Well I invented the "engine view" sentence. There's a program called Crafty where you can see lots of HL things like models, textures, and maps. When looking maps you can choose some views, there's one called "SOLID" that allow you to see all faces generated by the engine.

I'll follow your VIS recommendation, thnx
Posted 16 years ago2007-12-16 22:45:17 UTC Post #241275
I must say mi VIS compiling time has been reduced from 1 hour to 2 minutes =))))

I'm so happy :D :P :hammer:
Posted 16 years ago2007-12-16 22:53:36 UTC Post #241276
Wow. Your map must've been a freakin mess if it took an hour to compile what should've taken two minutes.
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