Too many light styles on a face
Edit: Maybe not. I removed the laser catcher and the problem still occurs in exactly the same place.
Second edit: Definitely something to do with the laser field. I covered the laser field with a nodraw block and the problem went away
josepezdj wrote:
Mevious wrote:This has nothing to do with light styles. Having two lights [255 0 0 200] and [0 255 0 200] (red and green) right next to each other will still only be one light style assuming they aren't named or flickering.
Mevious, I learnt that from Tophattwaffle and I'm sure I'm right. Please read this and go to the final epigraph called "Limits". I'd say that your example means 2 light styles...
I'm inclined to go with Mevious on this one, as I used four different colours of light in the second chamber of Double Bill and only got this error when I tried to make a second set switchable...
josepezdj wrote:
Well El, I'll have to do some tests because it's not only Mevious, but also BEARD! who say so... I might be wrong... I respect much both guys opinions, so...
That article from TopHATTwaffle looks very useful, but the bit about different colours creating different light styles is absolutely wrong, at least for Source. (It may have been true for Quake 2; not entirely sure.)
A lightmap has full RGB values at each sample point, so you can mix colours any way you want. (The brightness value of the light source is only used by VRAD, and integrated into the final RGB values after the lighting calculation is complete.)
The light style limit only comes into play when you're dealing with lighting that changes during the course of the game. This can either be a light that blinks or pulsates in some way, or one that can be switched on or off by the game logic. Some of the standard dropper instances have two different switching lights inside, and when you place a few of these relatively close together (i.e. in the same room), you'll have a high chance of going over this light style limit.
(By the way, Jose, don't feel bad about being misinformed on this; I'm under the impression that this is one of the les well understood parts of the Source engine.
The rest of that article looks very useful, so I'm adding it to my Portal bookmarks
)
HMW wrote:
The light style limit only comes into play when you're dealing with lighting that changes during the course of the game. This can either be a light that blinks or pulsates in some way, or one that can be switched on or off by the game logic. Some of the standard dropper instances have two different switching lights inside, and when you place a few of these relatively close together (i.e. in the same room), you'll have a high chance of going over this light style limit.
Thank you my friend, I was definitely wrong
I apologize for posting misinformation, that was completely out of my intentions, I only wanted to help and thought I could.
HMW wrote:
By the way, Jose, don't feel bad about being misinformed on this; I'm under the impression that this is one of the les well understood parts of the Source engine.
This kindness is what makes you that big. Thanks again ![]()
(Yeah I loved that article by TopHattWaffle when I discovered it, it's sooo useful!)
And is there anything specific I need to do to change the lights and make them dynamic?