Too many direct lights problem Created 20 years ago2004-06-26 02:32:31 UTC by Teddy Teddy

Created 20 years ago2004-06-26 02:32:31 UTC by Teddy Teddy

Posted 20 years ago2004-06-26 02:32:31 UTC Post #36468
Hey All
Last time i asked a Q, i got a great responce, lets see if any 1 can crack this annoying problem lol

i get this error when compiling my Cs map (hammer)
Warning: Too many direct light styles on a face(-99.500000,276.875427,271.875000)

Now, how can i / where can i find where that is on my map so i can change it around / delete lights / or what ever

Here is the compile code notes thingie anway...

** Executing...
** Command: Change Directory
** Parameters: E:GamesSIERRACounter-Strike
  • Could not execute the command:
Change Directory E:GamesSIERRACounter-Strike
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: E:GamesHF_EDI~1Zonershlcsg.exe
** Parameters: "e:gamessierracounter-strikemapscabins33"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: E:GamesHF_EDI~1Zonershlcsg.exe e:gamessierracounter-strikemapscabins33

= Current hlcsg Settings =
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering e:gamessierracounter-strikemapscabins33.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.78 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
<snip>
Warning: Too many direct light styles on a face(-99.500000,306.125488,271.500000)
Warning: Too many direct light styles on a face(-99.500000,311.000488,271.500000)
Warning: Too many direct light styles on a face(-99.500000,311.000488,271.500000)
Warning: Too many direct light styles on a face(-99.500000,276.375427,271.875000)
Warning: Too many direct light styles on a face(-99.500000,276.375427,271.875000)
Warning: Too many direct light styles on a face(-99.500000,281.250458,271.875000)
Warning: Too many direct light styles on a face(-99.500000,281.250458,271.875000)
<snip>
(62.50 seconds)
visibility matrix : 40.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (73.92 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (72.80 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.19 seconds)
Transfer Lists : 17235480 transfers
Indices : 7155424 bytes
   Data : 68941920 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.84 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.16 seconds)
222.69 seconds elapsed [3m 42s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "e:gamessierracounter-strikemapscabins33.bsp" "E:GamesSierraCounter-Strikecstrikemapscabins33.bsp"

** Executing...
** Command: Copy File
** Parameters: "e:gamessierracounter-strikemapscabins33.pts" "E:GamesSierraCounter-Strikecstrikemapscabins33.pts"

** Executing...
** Command: E:GamesSIERRACOUNTE~1cstrike.exe
** Parameters: +map "cabins33" -game cstrike -dev -console +deathmatch 1
Thanks for that ! - BTW People who help me on these problems i have, will get reconigized and mentioned in the final release of this map !!
(any 1 want a screen shot? ;) )
Posted 20 years ago2004-06-26 02:46:00 UTC Post #36471
Only three dynamic (named, flashing, pulsing, etc) lights can affect a surface at any time.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-26 03:30:33 UTC Post #36473
ug - coz ive got 39 lights, and about 30 of them are via buttons - i have ... 6 buttons or so controling thoes 30 lights...

For example (to fix this prob)

If i have a simple box room - 4 sides, floor and roof. I have a Light @ the top of each of the 4 corners off this room. All 4 lights are controled by 1 button. Does this excede the 3 dynamic rule thing?

If that doesnt work, could i just cutt down on lights & Increase the brightness of the lights i have left?

THANKS FOR THAT !!!
Posted 20 years ago2004-06-26 03:39:37 UTC Post #36474
I think you can exceed this limit if all of the lights come on at the same time and are exactly the same colour.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-26 04:02:57 UTC Post #36481
ah ok - Cheers dude's - u guys will be mentioned in the txt file b 4 the map starts !

:D
Posted 20 years ago2004-06-26 15:53:11 UTC Post #36652
so have you fixed the problem? maybe you need to check the entity set up for the buttons, make sure they are all simultaneously activated, and maybe you've not run a proper vis or (sorry for random solutions, I didn't really read the log), maybe you have a func_wall somewhere that's letting a bunch of different lights see each other.
gl, and yeah.. I wanna see a screenshot =P
Posted 20 years ago2004-06-26 20:27:19 UTC Post #36738
ok, time for an update.

As to now, still getting problem, BUT map still compiles on a healthy 3 and a bit minuets, and works fine. THis was annoying me, so saved map as copy, and basically split it in half. Ditched the bottom finished part, and kept the top - this makes compliing quicker, and takes away half of the lights. Its still doin the problem, and i think i kno where the problem is, but time will tell...

i have made ALL the lights in the map white - didnt solve it.
ive checked the buttons - oh they are a bitch to get correct - but they turn the lights on and off where needed, so that works i guess. Still comes up with the message tho...

im gona keep trying, but if i cant do it, and the map is released with the problem, and it still works... then what could be a bad thing outa that?

Screen shot - yeah, gimi a few hours, i wanta finish the water fall ! :badass:
Posted 20 years ago2004-06-26 20:39:41 UTC Post #36739
3 minutes?!? That's a great compile time!
Now the lights. Seventh forgot to mention that the lights also have to be the same style as well. Basically they all have to be the exact same copies of each other. Also, use a multi_manager to trigger them all at the same time! This is the only way to get more entity based lights in your map. Otherwise, use texture lighting. You wont get effects such as strobe and that, but they look nice all the same.
AJ AJGlorious Overlord
Posted 20 years ago2004-06-27 02:12:44 UTC Post #36818
They look better than point lights. Read the tutorial on it (Beginners section, but oft-overlooked by many).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-28 06:50:15 UTC Post #37138
ok, heres an update!

ive tried to get rid of the lights problem, but nothing is working.
Now, i added another part to my map, (some what complex...very fancy) and i compile the map. 5 mins past - still looks like the program has froze, 10 mins later - same thing, 1/2 hour later same thing, 1 hour later - same thing, 3 hours later i return to the computer, the compile log has complete it self, and its not in the game (not sure why)

Now, the bit i added - i would of thought - yea 6 mins / 7 / 8 mins max maybe, but inbetween 1 hour and 3 hours..wtf has happened here?! (considering it took just under 4 mins last time 2 compile b 4 this part)

heres the log

** Executing...
** Command: Change Directory
** Parameters: E:GamesSIERRACounter-Strike
  • Could not execute the command:
Change Directory E:GamesSIERRACounter-Strike
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: E:GamesHF_EDI~1Zonershlcsg.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: E:GamesHF_EDI~1Zonershlcsg.exe e:gamessierracounter-strikemapscabins40

= Current hlcsg Settings =
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering e:gamessierracounter-strikemapscabins40.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.39 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.58 seconds)
Using WAD File: gamessierrahalf-lifevalvehalflife.wad
Using WAD File: gamessierrahalf-lifevalvedecals.wad
Using WAD File: gamessierrahalf-lifevalveliquids.wad
Using WAD File: gamessierrahalf-lifevalvecached.wad
Using WAD File: gamessierrahalf-lifevalvespraypaint.wad
Using WAD File: gamessierrahalf-lifevalvegfx.wad
Using WAD File: gamessierrahalf-lifevalvepldecal.wad
added 28 additional animating textures.
Texture usage is at 0.78 mb (of 4.00 mb MAX)
4.25 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:GamesHF_EDI~1Zonershlbsp.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: E:GamesHF_EDI~1Zonershlbsp.exe e:gamessierracounter-strikemapscabins40

= Current hlbsp Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'e:gamessierracounter-strikemapscabins40.prt'
4.39 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: E:GamesHF_EDI~1Zonershlvis.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: E:GamesHF_EDI~1Zonershlvis.exe e:gamessierracounter-strikemapscabins40

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

1024 portalleafs
3338 numportals
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.69 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5981.95 seconds)
average leafs visible: 179
g_visdatasize:49318 compressed from 131072
5990.75 seconds elapsed [1h 39m 50s]

--- END hlvis ---

** Executing...
** Command: E:GamesHF_EDI~1Zonershlrad.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: E:GamesHF_EDI~1Zonershlrad.exe e:gamessierracounter-strikemapscabins40

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

6245 faces
Create Patches : 29484 base patches
0 opaque faces
140217 square feet [20191270.00 square inches]
38 direct lights

BuildFacelights:
10%...20%...30%...Warning: Too many direct light styles on a face(-19.500000,61.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,64.200005,361.200012)
Warning: Too many direct light styles on a face(-19.500000,67.400002,361.200012)
Warning: Too many direct light styles on a face(-19.500000,70.599998,361.200012)
Warning: Too many direct light styles on a face(-19.500000,73.800003,361.200012)
Warning: Too many direct light styles on a face(-19.500000,77.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,80.200005,361.200012)
Warning: Too many direct light styles on a face(-19.500000,83.400002,361.200012)
Warning: Too many direct light styles on a face(-19.500000,86.599998,361.200012)
Warning: Too many direct light styles on a face(-19.500000,89.800003,361.200012)
Warning: Too many direct light styles on a face(-19.500000,93.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,96.200005,361.200012)
Warning: Too many direct light styles on a face(-19.500000,99.400002,361.200012)
Warning: Too many direct light styles on a face(-19.500000,102.599998,361.200012)
Warning: Too many direct light styles on a face(-19.500000,105.800003,361.200012)
Warning: Too many direct light styles on a face(-19.500000,109.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,61.000000,358.000000)
Warning: Too many direct light styles on a face(-19.500000,64.200005,358.000000)
Warning: Too many direct light styles on a face(-19.500000,67.400002,358.000000)
Warning: Too many direct light styles on a face(-19.500000,70.599998,358.000000)
Warning: Too many direct light styles on a face(-19.500000,73.800003,358.000000)
Warning: Too many direct light styles on a face(-19.500000,77.000000,358.000000)
Warning: Too many direct light styles on a face(-19.500000,80.200005,358.000000)
Warning: Too many direct light styles on a face(-19.500000,83.400002,358.000000)
Warning: Too many direct light styles on a face(-19.500000,86.599998,358.000000)
Warning: Too many direct light styles on a face(-19.500000,89.800003,358.000000)
Warning: Too many direct light styles on a face(-19.500000,93.000000,358.000000)
Warning: Too many direct light styles on a face(-19.500000,96.200005,358.000000)
<lots more>
Posted 20 years ago2004-06-28 07:12:41 UTC Post #37144
0 opaque faces
I'm not sure exactly what that means, but the latest log I can find for a compile of my present map says "400 opaque faces".

You haven't made everything into glass, have you?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-28 08:00:55 UTC Post #37155
nup, but there is good chunk of glass in there - combind with alot of water - theres a pool setting, there is a pool with stairs leading up to it, and inbetween each stair there is a 1x1 glass (as wide as the stairs) - about 8 steps or so, and behind the glass is the water - all the way under the staris with a light behind it - gives off a lovely effect on the wall opposit the pool :) (if that makes any sence lol)

seventh-monkey, would u like to have a look @ my map personally? - the only reason i say that is so that its not in the hands of the public untill its done lol - ure call tho!

thanks for everything :)
Posted 20 years ago2004-06-28 08:19:04 UTC Post #37158
Sure. E-mail it to seventhmonkey0@icqmail.com or MSN me at the same address.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-28 08:59:35 UTC Post #37164
ok, a lil off topic - lol but, msn just gave way (duno why) - cant sign back in... i have emailed u my map @ ure seventhmonkey0@icqmail.com account - with a message !

talk soon !!
Posted 20 years ago2004-06-28 10:31:33 UTC Post #37181
The 'XXX opaque faces' messages tells you how many entity faces have their zhlt_light flag set to something that blocks light.
Posted 20 years ago2004-06-28 11:04:58 UTC Post #37189
Suspected so. Thanks.
Seventh-Monkey Seventh-MonkeyPretty nifty
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