Odin's Problem's Created 19 years ago2005-03-12 16:34:27 UTC by odin odin

Created 19 years ago2005-03-12 16:34:27 UTC by odin odin

Posted 19 years ago2005-03-12 16:34:27 UTC Post #96519
Ok, since I seem to have loads of problems, I figured why not just make a topic to wrap it up :) Heres the deal, I kept getting shut down on my lights, cause I had to many lights touching the same face. I tracked that prob to what I beleive to be the source. Lights were going through walls, floors, dirst, you name it...dunno.....so anyway, I tied everywall, floor, ceiling, even the ground to a wall entity...when I tried to run it, it said this..... (long)

Error: Entity 0, Brush 353: outside world(+/-4096): (1811,-12693,-5305)(12693,8774,6626)
Error: Entity 0, Brush 353: outside world(+/-4096): (1811,-12693,-5305)(12693,8774,6626)
Error: Entity 0, Brush 353: outside world(+/-4096): (1811,-12693,-5305)(12693,8774,6626)
Error: Entity 0, Brush 353: outside world(+/-4096): (2090,-12709,-5341)(12709,8790,6662)
Error: Entity 0, Brush 353: outside world(+/-4096): (2090,-12709,-5341)(12709,8790,6662)
Error: Entity 0, Brush 353: outside world(+/-4096): (2090,-12709,-5341)(12709,8790,6662)
Error: Entity 0, Brush 353: outside world(+/-4096): (2125,-12725,-5337)(12725,8806,6658)
Error: Entity 0, Brush 353: outside world(+/-4096): (2125,-12725,-5337)(12725,8806,6658)
Error: Entity 0, Brush 353: outside world(+/-4096): (2125,-12725,-5337)(12725,8806,6658)
Error: Entity 0, Brush 353: outside world(+/-4096): (2055,-12709,-5323)(12709,8790,6644)
Error: Entity 0, Brush 353: outside world(+/-4096): (2055,-12709,-5323)(12709,8790,6644)
Error: Entity 0, Brush 353: outside world(+/-4096): (2055,-12709,-5323)(12709,8790,6644)
Error: Entity 0, Brush 357, Side 2: plane with no normal
Error: Entity 0, Brush 357: outside world(+/-4096): (8764,-10052,-7851)(10923,11905,8854)
Error: Entity 0, Brush 357: outside world(+/-4096): (8764,-10052,-7851)(10923,11905,8854)
Error: Entity 0, Brush 357: outside world(+/-4096): (8764,-10052,-7851)(10923,11905,8854)
Error: Entity 0, Brush 357: outside world(+/-4096): (8780,-10068,-7887)(10939,11921,8890)
Error: Entity 0, Brush 357: outside world(+/-4096): (8780,-10068,-7887)(10939,11921,8890)
Error: Entity 0, Brush 357: outside world(+/-4096): (8780,-10068,-7887)(10939,11921,8890)
Error: Entity 0, Brush 357: outside world(+/-4096): (8796,-10084,-7883)(10955,11937,8886)
Error: Entity 0, Brush 357: outside world(+/-4096): (8796,-10084,-7883)(10955,11937,8886)
Error: Entity 0, Brush 357: outside world(+/-4096): (8796,-10084,-7883)(10955,11937,8886)
Error: Entity 0, Brush 357: outside world(+/-4096): (8780,-10068,-7869)(10939,11921,8872)
Error: Entity 0, Brush 357: outside world(+/-4096): (8780,-10068,-7869)(10939,11921,8872)
Error: Entity 0, Brush 357: outside world(+/-4096): (8780,-10068,-7869)(10939,11921,8872)
(3.23 seconds)

So I put the "big box" around the whole map, hollowed it at 32, and still, the same error....HELP!!!
Posted 19 years ago2005-03-12 16:37:16 UTC Post #96521
My reason for the whole wall entity thing was for the "ZHLT light flags" so I could select "Opaque (Blocks Light) selection......
shoulda mentioned that....lol :nuts:
Posted 19 years ago2005-03-12 16:43:00 UTC Post #96522
Don't tie your walls to a func_wall, it slows down the compile times when you got the opaque thing selected. I did a small room once like that, it was crazy, it took 2 and a half hours to compile the small room. Do you know the definition of the"VOID"? The black outside, if an entity is touching the outside (func_wall, lights etc) you'll get the errors that you have posted above.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-03-12 16:48:30 UTC Post #96523
Ofcourse I know what the void is, did you not read the whole
"So I put the "big box" around the whole map, hollowed it at 32, and still, the same error"
By doing that, I should have sealed my map within a box, not allowing any entitys to touch the "void"
Posted 19 years ago2005-03-12 20:50:45 UTC Post #96546
nevermind, I once again have found the problem....the crazy part is, it wasnt even an entity, it was a brush I had created to look like a log on my fire, deleted it....no more problem. ;)
Posted 19 years ago2005-03-12 23:15:59 UTC Post #96564
Yes, your error is caused most oft by vertex manip or clipping and rotating.

Beware of making unconventional shapes from brushes, use a model instead.
Posted 19 years ago2005-03-13 11:28:54 UTC Post #96619
Never tie walls, floors, etc. to entities. Never use a big hollow box.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-13 19:26:37 UTC Post #96675
so if I dont tie them to the walls, how do I stop light from passing through them?
Posted 19 years ago2005-03-14 03:50:33 UTC Post #96743
Erm, you shouldn't need to. I'm guessing you're not checking what you're doing, and possibly that you're working on a very low grid size, and that therefore nothing's meeting up properly.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-14 17:32:01 UTC Post #96858
define this low gird size thing, how would I know if i were doing so? should I upload the map to the problems maps?
Posted 19 years ago2005-03-14 17:54:05 UTC Post #96871
Look in the status bar, and look at the number that changes when you press the square brackets [ and ]. The grid in the 2D views should also change size. If it doesn't, make sure that you have 'Snap to Grid' ticked either on the toolbar or in a menu somewhere.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-14 20:03:08 UTC Post #96900
Im a noob at this, cant help it, everyone starts at the whole "noob" stage...Ive been mapping on and off for a year, but still I am noob.....anyway, if what you are talking about is the number beside the "snap to grid" thing, then Mine is on , and the number is 64

ok, heres a new question to pose.....if a brush has 6 sides with the same texture on each side, and the texlight you are using, is said texture, does that count for the four lights rule? Would that be a reason for the error?

Also, while on the subject, let me make sure this "rule" that haunts my mapping is even correct.....Am I correct to beleive that each room may only have a total of 4 lights? Please fill me in on this subject, and if you have time, any other details to go with it.
Posted 19 years ago2005-03-15 03:53:00 UTC Post #96942
Could do, I'm not sure. Trial and error.

Four lights which intersect is the maximum, as memory usage increases exponentially with an increase in lights, as so:
No. of lights/Combinations
1/2
2/4
3/8
4/16
5/32
Assuming each light can exist in only two states, on and off.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-15 10:46:38 UTC Post #96989
ok, heres a new question to pose.....if a brush has 6 sides with the same texture on each side, and the texlight you are using, is said texture, does that count for the four lights rule? Would that be a reason for the error?
If you're talking about having a texlight on a cube that would emit light, then no, it wouldn't give you an error. The error is not "Warning: Too many lights on a face", it's "Too many light styles on face". See the difference?
Posted 19 years ago2005-03-15 12:08:35 UTC Post #97004
I see the difference, but what is style? like you cant have tex light and entity light, or something like that?
Posted 19 years ago2005-03-15 12:22:13 UTC Post #97005
I done a little test, I made a room, 512x512.....in that room, I put 8 entity lights, a tex light cube, and the sky light texture on 4 different cubes....rendered fine. So is the problem in my map, that a single light has to touch so many different surfaces? not that it is a single light, there are many, but is it that they have to touch so many different surfaces?
Posted 19 years ago2005-03-15 15:39:43 UTC Post #97071
It depends entirely on whether their light affects the same areas, like this.

Here, with these lights that cast perfect circles, there are areas with one lighting style (just red, just green, just blue), two (red/green, green/blue, red/blue) and three, in the middle.

Of course, in HL it's more complicated because they're not all circles of equal radius, plus they're not sharply-defined on the whole.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-15 15:43:47 UTC Post #97077
I think I understand what your saying, so what if the lights are exactly the same, you can have like 50 lights? only when four different lights mix it creates a problem?
Posted 19 years ago2005-03-15 16:07:32 UTC Post #97107
Quite possibly. It would come down to the brightness variations there, plus a little on the architecture. Can't say I've ever carried it that far.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-16 08:55:38 UTC Post #97279
i had this problem on my concert map.. i had the first and last light coloured red and blue and had htem on fast strobe,
then the two middle lights were green and yellow, slow strobe.

I managed to keep the colours but they all have to be the same lighting appearance..
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-03-16 10:28:33 UTC Post #97291
I see the difference, but what is style?
Style as in different styles of light, like a light that turns on/off, one that flickers, one that flashes rapidly, and you get the point.
Posted 19 years ago2005-03-16 21:35:47 UTC Post #97413
Kick ass guys, thanks for the help..
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