Exceeded maximum luxols Created 16 years ago2007-07-23 00:20:44 UTC by Pills Pills

Created 16 years ago2007-07-23 00:20:44 UTC by Pills Pills

Posted 16 years ago2007-07-23 00:20:44 UTC Post #230021
I have a map that I think may be somewhat large, it is 55759077376 units cubed out of a max 469459763648 units cubed; about 12% of the total working area. Anyways, I have a light (just a regular light) at the (almost) top of the room and some objects below it like regular. However, I have some func_walls using the AAATRIGGER texture with an FX Amount of 1 and a brightness of 400 (used to be 2000, I still get the same error). I got past the humongous BuildingVisleafs time by putting meat outside the window (don't ask), but now when I play the map I get an error that says that I have too many luxols, the maximum is 324 and I have 325, and this is because there are too many/much light(s) shining on AATRIGGER. The game is Half Life if it makes any difference, and there is more than one of the aformentioned func_wall entity than 1.
Posted 16 years ago2007-07-23 00:39:21 UTC Post #230022
Ummm... func_wall doesn't even HAVE a brightness setting. Put it in the mapvault, because I think I'd need to see this to diagnose it.
Posted 16 years ago2007-07-23 01:24:55 UTC Post #230025
He's probably talking about minlight. That has to be between 0 and 1, by the way. 400 is no different than 1.
Posted 16 years ago2007-07-23 22:17:45 UTC Post #230074
aaa trigger hates being shined upon. (light)
It was never meant to render
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-23 22:27:43 UTC Post #230075
True that.
Posted 16 years ago2007-07-24 02:05:44 UTC Post #230078
It's 'luxel', by the way, it stands for luminosity pixel.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 16 years ago2007-07-24 15:11:57 UTC Post #230133
Thanks for the help and the correction of the word "luxel". I'll try rendering the objects with a different texture.
Posted 16 years ago2007-07-26 09:12:54 UTC Post #230339
I changed the texture of the things I could, but since the func_ladders (and I have 4 of them) had to be AAATRIGGER, it still gave me the error message. This time I noted it told the the lightmap was 69x5 or something. Would it help if I made the func_ladders thinner, because right now they are wider than a normal ladder.

Also if I didn't mention before, my map is one big room, which may be somewhat bad. Last time I compiled I was stuck on buildfacelights, so I got rid of all the lights, got rid of the room, made a correct skybox (which I like to call a skycap) and put in a light_spot with issky set to on.
Posted 16 years ago2007-07-26 14:51:46 UTC Post #230365
Func ladders dont HAVE to be aaatrigger textures. You can take any workd geometry and turn it into a func_ladder
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-26 21:21:32 UTC Post #230401
@espen180: I can't; It's supposed to be a large model of my friend's room, which somewhat luckily, is small in real life.

@Tetsu0: Hmm, I recall hearing otherwise from a seperate source whilst internet-eavesdropping. They must have been wrong or I heard it out of context.

I'll try to find a geometrically and realistically way to make a large divider or two in the middle. A crashed ceiling, perhaps? Just an idea, but I'm going to have to so SOMETHING. Thanks for the info, everyone!
Posted 16 years ago2007-07-28 13:28:19 UTC Post #230505
got a screenshot of the area you're working with?
Maybe a visual will yield more results
Tetsu0 Tetsu0Positive Chaos
You must be logged in to post a response.