Gather Light

Gather Light

Re: Gather Light Posted by G4MER on Wed Aug 20th 2008 at 3:25pm
G4MER
2460 posts
Posted 2008-08-20 3:25pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(326, 713, 924)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(67, 125, 133)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(14, 23, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3, 4, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0009 sec>
How Do I fix the GatherLight?

Also saw a "too many lights on face".. how do I fix that? I know where it is.. just wondering if there is a way to keep it, but fix it.. cause the effect it has looks really cool.
Re: Gather Light Posted by G4MER on Wed Aug 20th 2008 at 4:09pm
G4MER
2460 posts
Posted 2008-08-20 4:09pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Do you see any other problems in this I need to worry about? Besides what I have in red? How do I fix that?

** Executing...
** Command: "c:program filessteamsteamappsmicdees@elp.rr.comsourcesdkbinep1binvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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 (0) (227528 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1635 texinfos to 736
Reduced 83 texdatas to 73 (1986 bytes to 1679)
Writing C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
4 seconds elapsed
-0.223855 0.546179 0.000000
-1.341023 0.546179 0.000000
-0.956488 0.546179 0.000000
-0.223855 0.576341 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:program filessteamsteamappsmicdees@elp.rr.comsourcesdkbinep1binvvis.exe"
** Parameters: -game "c:program filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:program filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
reading c:program filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.prt
682 portalclusters
1765 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (347)
Optimized: 923 visible clusters (0.00%)
Total clusters visible: 111649
Average clusters visible: 163
Building PAS...
Average clusters audible: 352
visdatasize:77193 compressed from 120032
writing c:program filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
5 minutes, 48 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsmicdees@elp.rr.comsourcesdkbinep1binvrad.exe"
** Parameters: -game "c:program filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcsubway.bsp
2742 faces
1 degenerate faces
76085 square feet [10956371.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2741 patches before subdivision
14421 patches after subdivision
63 direct lights
BuildFacelights: 0...1...2
[color=red]WARNING: Too many light styles on a face (116,336,1)
...
WARNING: Too many light styles on a face (-92,96,1)

WARNING: Too many light styles on a face (-92,224,1)
3
WARNING: Too many light styles on a face (-90,359,123)

WARNING: Too many light styles on a face (-90,359,115)

WARNING: Too many light styles on a face (-92,359,167)

WARNING: Too many light styles on a face (-92,231,4)

WARNING: Too many light styles on a face (-92,231,115)

WARNING: Too many light styles on a face (-92,231,123)

WARNING: Too many light styles on a face (-92,231,167)

WARNING: Too many light styles on a face (-105,359,169)

WARNING: Too many light styles on a face (-295,400,-10)

WARNING: Too many light styles on a face (-235,392,216)

WARNING: Too many light styles on a face (-266,392,207)

WARNING: Too many light styles on a face (-288,392,190)
.
WARNING: Too many light styles on a face (-294,392,185)

WARNING: Too many light styles on a face (-320,560,1)

WARNING: Too many light styles on a face (-320,524,1)

WARNING: Too many light styles on a face (-327,400,96)

WARNING: Too many light styles on a face (-327,392,105)

WARNING: Too many light styles on a face (-321,392,137)

WARNING: Too many light styles on a face (-308,392,168)

WARNING: Too many light styles on a face (-297,400,-1)

WARNING: Too many light styles on a face (-295,368,-10)

WARNING: Too many light styles on a face (-235,360,216)

WARNING: Too many light styles on a face (-266,360,207)

WARNING: Too many light styles on a face (-288,360,190)

WARNING: Too many light styles on a face (-294,360,185)

WARNING: Too many light styles on a face (-320,384,1)

WARNING: Too many light styles on a face (-327,368,96)

WARNING: Too many light styles on a face (-327,360,105)

WARNING: Too many light styles on a face (-321,360,137)

WARNING: Too many light styles on a face (-308,360,168)

WARNING: Too many light styles on a face (-297,368,-1)

WARNING: Too many light styles on a face (-121,240,1)

WARNING: Too many light styles on a face (-320,352,1)

WARNING: Too many light styles on a face (-288,4,190)

WARNING: Too many light styles on a face (-235,4,216)

WARNING: Too many light styles on a face (-266,4,207)

WARNING: Too many light styles on a face (-327,4,96)

WARNING: Too many light styles on a face (-327,4,105)

WARNING: Too many light styles on a face (-321,4,137)

WARNING: Too many light styles on a face (-308,4,168)

WARNING: Too many light styles on a face (-295,4,-10)

WARNING: Too many light styles on a face (-297,4,-1)

WARNING: Too many light styles on a face (-311,500,-56)

WARNING: Too many light styles on a face (-311,4,-56)
..4...5...6...7...8...9
WARNING: Too many light styles on a face (-78,-32,1)
.
WARNING: Too many light styles on a face (-295,-272,-10)

WARNING: Too many light styles on a face (-295,-96,-10)

WARNING: Too many light styles on a face (-121,-4,1)

WARNING: Too many light styles on a face (-235,-464,216)

WARNING: Too many light styles on a face (-235,-80,216)

WARNING: Too many light styles on a face (-266,-512,207)

WARNING: Too many light styles on a face (-266,-104,207)

WARNING: Too many light styles on a face (-288,-544,190)

WARNING: Too many light styles on a face (-288,-104,190)

WARNING: Too many light styles on a face (-294,-512,185)

WARNING: Too many light styles on a face (-294,-104,185)

WARNING: Too many light styles on a face (-320,-4,1)

WARNING: Too many light styles on a face (-327,-352,96)

WARNING: Too many light styles on a face (-327,-96,96)

WARNING: Too many light styles on a face (-323,-384,128)

WARNING: Too many light styles on a face (-327,-104,105)

WARNING: Too many light styles on a face (-313,-448,159)

WARNING: Too many light styles on a face (-321,-104,137)

WARNING: Too many light styles on a face (-299,-496,178)

WARNING: Too many light styles on a face (-308,-104,168)

WARNING: Too many light styles on a face (-297,-288,-1)

WARNING: Too many light styles on a face (-297,-96,-1)

WARNING: Too many light styles on a face (-311,-176,-56)

WARNING: Too many light styles on a face (-311,-28,-56)
..10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 1888639, max 612
transfer lists: 14.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(81291, 81139, 70426)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(18632, 17394, 12129)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5148, 4513, 2502)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1545, 1251, 535)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(510, 378, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(177, 119, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(64, 39, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24, 13, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(9, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(3, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
[/color]
Build Patch/Sample Hash Table(s).....Done<0.0126 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 632/8192 7584/98304 ( 7.7%)
brus
Re: Gather Light Posted by Le Chief on Thu Aug 21st 2008 at 6:52am
Le Chief
2605 posts
Posted 2008-08-21 6:52am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
To be honest, I don't think gather light is an error :P

And the "WARNING: Too many light styles on a face (116,336,1)" is just a warning, I assume it can be safety ignored. I have the same thing in one of my maps and didn't notice any errors, anyway, to fix the problem, lower the amount of lights shining on the brush.
Aaron's Stuff
Re: Gather Light Posted by G4MER on Thu Aug 21st 2008 at 5:52pm
G4MER
2460 posts
Posted 2008-08-21 5:52pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I fixed the lights on face thing by linking two point_spotlights to one spot light, and it seemed to go away.

Do you know how to use the camera view - light map? I was wondering what the yellow and blue boxes are compaired to the white and blue?
Re: Gather Light Posted by Naklajat on Thu Aug 21st 2008 at 6:43pm
Naklajat
1137 posts
Posted 2008-08-21 6:43pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
GatherLight is a normal operation IIRC.

And if memory serves me "Too many light styles on a face" is caused by a lot of dynamic lights (as in on/off; blinking; flickering) affecting a single brush surface. if these brushes span a large area you could break them up into smaller brushes and maybe fix the warning, otherwise simplify the lighting.

I also seem to recall this error appearing for no reason for some people and only being fixed when the offending brushes were deleted and remade.
Re: Gather Light Posted by Riven on Fri Aug 22nd 2008 at 3:27am
Riven
1640 posts
Posted 2008-08-22 3:27am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Actually, this error has nothing to do with dynamic lights because vrad doesn't process dynamic lights at all. Those are processed in-game in real time. But Naklajat was right about the 'on/off' thing...

If you have six or more 'static' lights that are either named and or switchable (are set to turn on or off) that all shine on one or more brush faces then you have too many 'light styles' for that brush face. if there are six different lights each with an on and off state, then that's 12 different versions of that same brush face that has to be saved to memory.

To fix, simple try naming some the lights the same name, if they all turn on together, or limit the number of lights that shine on that brush face by either setting the shine distance or putting a brush or block_light brush in the way. Or, don't name your lights unless you have to. Or simply delete some of the lights you think you don't have to have.

-BTW, for future reference, I HIGHLY suggest this page: Interlopers error page just copy and paste your compile log into the text box and check 'this is a compile log' and hit 'check log' and 99% of your errors will be listed below with an explanation and a solution and it will also tell you if it will harm your map or not if left un-fixed!
Try it out on your next compile!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202