to many direct lights

to many direct lights

Re: to many direct lights Posted by uberDingo on Thu Mar 3rd 2005 at 7:17pm
uberDingo
72 posts
Posted 2005-03-03 7:17pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
Recompiling my map I noticed that during RAD it says there are 760 direct lights... which is waaay more then I have. I was thinking that maybe a texture I was using was self illuminating and it was figureing that was a direct light but when I search my used textures and select self illuminating ... well I dont have any self illuminating textures so I guess I'm wrong. Been screwing with this for a couple days and tried to serve it up with google.. no good, so I figured I'd come ask my favorite people :smile:

BTW - I'm psyched that snarkpit is back online!
Re: to many direct lights Posted by DrGlass on Thu Mar 3rd 2005 at 7:25pm
DrGlass
1825 posts
Posted 2005-03-03 7:25pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
post your log, I dont really have any ideas.
Re: to many direct lights Posted by Rof on Thu Mar 3rd 2005 at 7:39pm
Rof
210 posts
Posted 2005-03-03 7:39pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Could it be something to do with your skybox, if you have one? Skybox textures might be set to emissive, I guess.

From the VRAD source, it looks like the number of direct lights is
simply a count of all light or light_spot entities, plus the number of
patches (luxels) present on emissive-textured faces.
Re: to many direct lights Posted by Sub-Zero on Thu Mar 3rd 2005 at 11:58pm
Sub-Zero
53 posts
Posted 2005-03-03 11:58pm
Sub-Zero
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53 posts 15 snarkmarks Registered: Feb 16th 2005 Occupation: Student Location: USA
how many lights and what kind of lights are in your map right now?
Re: to many direct lights Posted by satchmo on Thu Mar 3rd 2005 at 11:59pm
satchmo
2077 posts
Posted 2005-03-03 11:59pm
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I know you can encounter this type of error when you name your light
entities. Did you do that? For HL1 mapping, you can't
exceed seven named light entities.
Re: to many direct lights Posted by Campaignjunkie on Fri Mar 4th 2005 at 2:59am
Campaignjunkie
1309 posts
Posted 2005-03-04 2:59am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
The max number of switchable point lights is 32. I should know, I reached it, and had to scrap my project because of it. :smile:

Anyway, my advice would be to delete redundant / unneccesary lights.
(i.e. if there are two close-together lights set to 200 intensity, just
delete one and set the remaining light to 350 intensity or something)
With all of the light bounces performed by RAD, there will likely be
very little change in the overall appearance of the map anyway.
Re: to many direct lights Posted by RadiKal on Fri Mar 4th 2005 at 5:01am
RadiKal
55 posts
Posted 2005-03-04 5:01am
RadiKal
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55 posts 265 snarkmarks Registered: Dec 24th 2004 Occupation: student Location: USA
do you mean you can have at max 32 light_spots? or 32 that are switchable with triggers?
Re: to many direct lights Posted by uberDingo on Fri Mar 4th 2005 at 9:39pm
uberDingo
72 posts
Posted 2005-03-04 9:39pm
72 posts 17 snarkmarks Registered: Dec 21st 2004
okey dokey here's an update...

i missed it in the compile log but I've got a 'can't find lights.rad in lights.rad' along with something about a texlight file. I've done some homework on lights.rad.. a lot of things say copy your valve.rad and rename it lights.rad. That didnt work. I've tried downloading other a couple different folks lights.rad and replacing mine but that gives me some wierd error too. I then used a program to extract the file from the GFC file but there's only one line in the file that I extract from there and I still get the 'can't find lights.rad in lights.rad' Boo.
Re: to many direct lights Posted by brett5010 on Fri Mar 4th 2005 at 11:34pm
brett5010
80 posts
Posted 2005-03-04 11:34pm
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
You COULD just reinstall the SourceSDK. Right click it in the play
games menu, properties, and delete all local game content. Then
redownload it. Just a suggestion, more of a last resort than anything
else. When you exchange game files with somebody else it can often
stuff things up.

Also, try compiling a different map with completely different aspects
(like a water map). Then make another map that has similar aspects to
the one your having trouble with. Look for similar errors.
Re: to many direct lights Posted by poisonic on Tue Jun 14th 2005 at 3:19pm
poisonic
78 posts
Posted 2005-06-14 3:19pm
poisonic
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78 posts 18 snarkmarks Registered: Jun 8th 2005
:smile: Maybe you used to much light textures :lol: had the same problem here NO OFENCE :grenade: you should try to minimize the light texture usage :smile:

for hl2dm the light.rad is here

C:\Program Files\Valve\Steam\SteamApps\youracount\half-life 2 deathmatch\hl2mp\lights.rad

for CS source:

C:\Program Files\Valve\Steam\SteamApps\youracount\counter-strike source\cstrike\lights.rad

just open it with notepad and you will see this :

texture location R G B Brightness

lights/fluorescentcool001a 189 231 232 350
lights/fluorescentcool001b 236 255 182 350
lights/fluorescentcool002a 189 231 232 400
lights/fluorescentcool002b 236 255 182 400
lights/fluorescentcool003a 189 231 232 300
lights/fluorescentwarm001a 239 216 193 350
lights/fluorescentwarm002a 239 216 193 400
lights/fluorescentwhite001a 245 245 245 350
lights/fluorescentwhite002a 245 245 245 400

lights/hazzardred001a 228 37 0 300
lights/hazzardyellow001a 250 215 74 300

lights/HIDcool001a 145 222 172 650
lights/HIDcool001b 205 232 255 650
lights/HIDwarm001a 255 201 116 650

lights/white001 250 240 205 100
lights/white002 189 233 247 425
lights/white003 232 246 190 350
lights/white004 170 228 247 425
lights/white005 234 235 220 375
lights/white006 234 235 220 100

lights/white001_nochop 250 240 205 100
lights/white002_nochop 189 233 247 425
lights/white003_nochop 232 246 190 350
lights/white004_nochop 170 228 247 425
lights/white005_nochop 234 235 220 375
lights/white006_nochop 234 235 220 100

lights/incandescentcool001a 235 235 235 300
lights/incandescentwarm001a 250 226 129 300

glass/glassscreen001a 172 192 161 225
glass/glasspipe001f 214 72 44 200
glass/glassscreen001c 172 192 161 225
glass/glassscreen001d 211 187 134 225
glass/glassblock001a 70 194 209 200
composite/citadelfloor001a 103 143 203 200
props/tvscreen006a 196 0 0 200
shadertest/gooinglass 149 49 15 50

glass/glasswindow002e 189 233 247 425
glass/glasswindow035a 145 222 172 100

dev/DEV_INTERIORLIGHT02B 151 176 204 225

plaster/plasterwall029h 189 223 227 125
building_template/Building_Trainstation_Template001d 230 230 200 65
building_template/Building_Trainstation_Template001e 230 230 200 150
building_template/Building_Trainstation_window002d 230 230 200 300
building_template/Building_Trainstation_window002e 230 230 200 300

lights/physgunlight 189 231 232 20

poisonictexture/blueswitch 0 255 255 150

i hope this workz
Re: to many direct lights Posted by French Toast on Tue Jun 14th 2005 at 4:13pm
French Toast
3043 posts
Posted 2005-06-14 4:13pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
*cough*March4th*cough*
Re: to many direct lights Posted by Dark_Kilauea on Wed Jun 15th 2005 at 6:43pm
Dark_Kilauea
629 posts
Posted 2005-06-15 6:43pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Ok, you will many times have more direct lights that there are.
This is caused by rad. Ok, you have a wall right, and walls
usually reflect light. It the reflection is large enough, rad
just puts in a light there, to simplify it's work. It's a
horribly dirty shortcut, and I'd use Q3map2, if it supported HL2
currently. (It does do HL1 though.) Hope this helps, valve is so
good about dirty shortcuts to help themselves. :smile:
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: to many direct lights Posted by French Toast on Wed Jun 15th 2005 at 8:01pm
French Toast
3043 posts
Posted 2005-06-15 8:01pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
*cough*March4th*cough*
Re: to many direct lights Posted by Orpheus on Wed Jun 15th 2005 at 8:30pm
Orpheus
13860 posts
Posted 2005-06-15 8:30pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
French Toast said:
*cough*March4th*cough*
No ones gonna make you happy today Toastmister?

Perhaps, you should find you a flexible female. :dodgy:

The best things in life, aren't things.