• Weird map problem
    6 replies, posted
I've been getting some weird errors lately. Added some rope's and a few sparks, and some static props. Here's the error I'm getting: WARNING: Too many light styles on a face at (-882.000000, 1080.000000, 17.000000) WARNING: Too many light styles on a face at (-952.000000, 1080.000000, 17.000000) WARNING: Too many light styles on a face at (-890.000000, 1093.000000, 17.000000) ... WARNING: Too many light styles on a face at (-882.000000, 1016.000000, 17.000000) 1 WARNING: Too many light styles on a face at (-696.000000, 834.000000, 103.750000)
Yes l1 l2 l3. (I only have three that are named)
I had this problem recently and the fix was in the lights, I had multiple lights in a hallway each with a different name and 50 and 0 percent falloff distance. I accidentally had set multiple falloff distances colliding with each other. So that could be your issue, try keeping light distances separated. [IMG]https://dl.dropbox.com/u/8896170/lightproblem.PNG[/IMG]
New issue, unamed lights, no light paths touching: ** Executing... ** Command: "c:\program files\steam\steamapps\nrich588\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\nrich588\counter-strike source\cstrike" "C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard.vmf" Valve Software - vbsp.exe (Apr 26 2012) 2 threads materialPath: c:\program files\steam\steamapps\nrich588\counter-strike source\cstrike\materials Loading C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\nrich588\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/junkyard/de_train/blendgrassdirt001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (82414 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 337 texinfos to 260 Reduced 46 texdatas to 44 (1056 bytes to 1006) Writing C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\nrich588\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\nrich588\counter-strike source\cstrike" "C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard" Valve Software - vvis.exe (Apr 26 2012) 2 threads reading c:\users\nate.dad-pc\desktop\ttt_junkyard\junkyard.bsp reading c:\users\nate.dad-pc\desktop\ttt_junkyard\junkyard.prt 1 portalclusters 0 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 1 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:14 compressed from 16 writing c:\users\nate.dad-pc\desktop\ttt_junkyard\junkyard.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\nrich588\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\nrich588\counter-strike source\cstrike" "C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard" Valve Software - vrad.exe SSE (Apr 26 2012) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\nate.dad-pc\desktop\ttt_junkyard\junkyard.bsp Setting up ray-trace acceleration structure... Done (0.96 seconds) 1352 faces 601555 square feet [86623984.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1352 patches before subdivision 19526 patches after subdivision sun extent from map=0.087156 21 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8) transfers 779014, max 450 transfer lists: 5.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(83556, 78377, 32736) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(10342, 8123, 4484) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1812, 1473, 882) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(568, 495, 299) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(170, 148, 80) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(63, 55, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(21, 18, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(8, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0167 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 221/8192 2652/98304 ( 2.7%) brushsides 1360/65536 10880/524288 ( 2.1%) planes 776/65536 15520/1310720 ( 1.2%) vertexes 2006/65536 24072/786432 ( 3.1%) nodes 860/65536 27520/2097152 ( 1.3%) texinfos 260/12288 18720/884736 ( 2.1%) texdata 44/2048 1408/65536 ( 2.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1352/65536 75712/3670016 ( 2.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 758/65536 42448/3670016 ( 1.2%) leaves 879/65536 28128/2097152 ( 1.3%) leaffaces 1501/65536 3002/131072 ( 2.3%) leafbrushes 527/65536 1054/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 9546/512000 38184/2048000 ( 1.9%) edges 5405/256000 21620/1024000 ( 2.1%) LDR worldlights 21/8192 1848/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 95/32768 950/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1569/65536 3138/131072 ( 2.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 35/512 12320/180224 ( 6.8%) LDR lightdata [variable] 623648/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 14/16777216 ( 0.0%) entdata [variable] 70754/393216 (18.0%) LDR ambient table 879/65536 3516/262144 ( 1.3%) HDR ambient table 879/65536 3516/262144 ( 1.3%) LDR leaf ambient 3140/65536 87920/1835008 ( 4.8%) HDR leaf ambient 879/65536 24612/1835008 ( 1.3%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/8584 ( 0.0%) pakfile [variable] 87077/0 ( 0.0%) physics [variable] 82414/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3792 Writing c:\users\nate.dad-pc\desktop\ttt_junkyard\junkyard.bsp 36 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Nate.Dad-PC\Desktop\ttt_junkyard\junkyard.bsp
Whats the issue?
The compile log appears to be free of errors. You're going to have to explain the problem.
Sorry, you need to Log In to post a reply to this thread.