too many direct light styles Created 20 years ago2003-12-17 12:38:33 UTC by leong2 leong2

Created 20 years ago2003-12-17 12:38:33 UTC by leong2 leong2

Posted 20 years ago2003-12-17 12:38:33 UTC Post #8075
i get the message "Warning: Too many direct light styles on a face(-2920.500000,355.854797,19.500000)
Warning: Too many direct light styles on a face(-2920.500000,339.854797,19.500000)
Warning: Too many direct light styles on a face(-2904.500000,339.854797,19.500000)" many times when HLRAD is running. The coordinates are all part of my floors. I thought it basically meant i had too much light_spot entities shining on one surface, and that it could be resolved removing some lights, but i even if i leave only two light_spots in a room (and an "Is Sky" light spot outside), it still gives these errors.
Posted 20 years ago2003-12-17 13:57:21 UTC Post #8079
It means you have too many DYNAMIC lights in your map, that is lights that are named and therefore can be triggered. RAD has to compile a lightmap for these as if they were turned on AND off.

Just make them normal lights and you'll be ok, unless you desperately need the effect.
Posted 20 years ago2003-12-17 13:57:49 UTC Post #8080
I remember giving up on my first map (of my school) because of that. You're lucky you got co-ordinates, I just endlessly got (?,?,?) :(

Anyway, moaning aside, that's what it should mean. It's more to do with named lights, because then RAD has to work out all the combinations of lights being on or off. Is the Sky spot named? Maybe RAD goes crazy with the idea of turning the sun on and off? :)

Hope it helps.
Welcome to TWHL btw
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-17 14:21:44 UTC Post #8097
This error is a crazyness... Mora then 4 named lights use to cause errors but I have almost 8 or 6 in a room and I don?t. Try naming some of the lights the same (they will turn on and off at the same time but...), maybe it will work (of course, try it in a small map to not cope with long compiling times).
Posted 20 years ago2003-12-17 15:11:26 UTC Post #8103
if i run HLVIS first, i get the (?,?,?).
And i'll try naming some some lights the same, most of em have to be turned off and on at the same time anyway.

and thanks for the welcome :D
Posted 20 years ago2003-12-17 15:15:21 UTC Post #8104
If you keep having problems, upload it to the map vault here :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-17 16:02:17 UTC Post #8116
Hmm, it is the nubmer of named lights on a face,
go to the co-ords it guves you and delete some named lights from the area, and texture lights count as named lights, and so do switchable and pulsating etc..
Posted 20 years ago2003-12-17 20:25:59 UTC Post #8152
7th, I beat you with the same explanation muhahahah
Posted 20 years ago2003-12-18 03:49:17 UTC Post #8180
I could always delete the post ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-18 05:31:50 UTC Post #8191
Don't....

As you can all see there is no 1 answer for this error and all the info suggested might just help.
It is a dynamic light error.
It is a Named Light error.
It is a saturated light face error.
It is a number of light's either dynamic or named error....
Actually come to think of it, did you have your tongue sticking out the left or right side of your mouth when you compiled?

Ok Seventh.... you can delete me for being irrelevant ! ;)
Posted 20 years ago2003-12-18 09:52:41 UTC Post #8215
light textures are textures that begin with ~ right?
Posted 20 years ago2003-12-18 10:58:45 UTC Post #8217
YES!!! i removed the light textures and now it doesn't give me the error anymore!!

thank you all for helping me :)
Posted 20 years ago2003-12-18 13:17:19 UTC Post #8225
nice one anonymous for REPEATING ME lol
Posted 20 years ago2003-12-18 14:08:39 UTC Post #8236
Glad it's fixed. Hope you've bookied TWHL? ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-19 07:17:11 UTC Post #8350
hell, i bookmarked it as soon as i found this site :P
Posted 20 years ago2003-12-19 10:53:28 UTC Post #8370
damn it's good

/me thanks atom
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-28 06:14:44 UTC Post #9549
uhm, identical setting means identical inner and outer angle aswell?
i suppose its 'yes' but im just asking for confirmation.
Posted 20 years ago2003-12-28 10:19:57 UTC Post #9582
as he said, he's too lazy...

and tnx
Posted 20 years ago2003-12-28 10:49:35 UTC Post #9592
It only takes 3 clicks? are you sure ? ;)
Posted 20 years ago2003-12-28 11:03:43 UTC Post #9595
knarph
Posted 20 years ago2003-12-28 23:35:47 UTC Post #9646
Chippy,
Bit difficult to read all the way to the end of your post when your post is incorrect form the start.
Your description of Dynamic lights is common, but flawed.
You failed to mention the original reason they were called Dynamic lights in the first place. Dynamic lights have evolved from Named or Switchable lights, but as far back as Quake, Dynamic meant Light emission from a known or potential light source. That includes stuff like Muzzel flash, grenade bursts and explosions and texture lights. Not just Named, or property enhanced lights. Dynamic lights are an important part of Software rendering. Something most people don't bother with, but it doesn't mean it's not important.
It has been proven time and time again that the 4 Named, or property enhanced lights in the same engine visible area will NOT always produce this error. This is just a guide to help track down the reason for the error and give people a starting point to solve it.
Large outdoor maps suffer from this problem, but the original post actually detailed coordinates for the area affected. So the answer is to go there and see why the identified brush has been singled out for a problem.
Which all seems irrelevant now, because leong2 removed the light emmiting textures and that solved the problem. However, the problem still exists as there is a brush in the map that is very unhappy about being subjected to multiple light mapping.
Posted 20 years ago2003-12-29 20:15:20 UTC Post #9712
Ahh, the evil Direct Lights Error! I get this in my maps sometimes! Just dont use too many different light in one room! Always solves it!!! :D
m0p m0pIllogical.
Posted 19 years ago2004-06-13 03:15:38 UTC Post #32909
Ok after reading all this, I am even more confused, lost and crushed.

Heres the situation:
I have a room with: 5 different light souces, 2 same colour (one having a name to be triggered), another 2 without names (colour different from other 2), and one red light with a name (to be triggered also).

Multi-Manager is involved in the triggers and well as a button ( i dont think it has a light, red button)

I also have 3 explosion enities. 2 made from brushes.

What needs to go in order for the "Warning: Too many direct light styles on a face (?,?,?) which crashes my system. I know this situation may look confusing but I would apreciate those who help.

Twain
Posted 19 years ago2004-06-13 03:36:21 UTC Post #32910
Things to consider.

The Button will emit light if it is a light emitting button.
If the button is a switcable button ie: +0buttonlight, then it will emit light. And that light is DYNAMIC.
So you actually have 4 DYNAMIC lights in the same area.... and that NORMALLY, but not always, gives us this problem.

Also... Something I didn't mention before was that adding -coring to your Rad compile can cause this error. If you don't know what I am talking about, then you can forget that bit

So, the fix.
Remove the name of one of the lights.... compile.
Does it work?
If not remove the name of another light....

Trial and error.
Posted 19 years ago2004-06-13 03:47:54 UTC Post #32913
ill have a go at that, but before this post, i gave the two light of different colour the same name, seeing how that do the same thing just with different colours.

Ill change the button and maybe remove the lights.
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