2 questions: sparks + too many light styles

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Brits
39 Posts
Posted Jun 25, 2011

I have two questions:

  1. When the map is reloaded after dying or anything, az env_spark-like thing appears in the 0 0 0 point of the map. I don't know when it started happening or what had I done before. Any ideas what can cause this?
    (The map has an env_spark in it but this had started happening before I added the spark.)

  2. Should I worry abot these "Too many light styles on a face at..." warnings? I get a lot of them during compiling. I've read that too many named lights can cause this, but I dont't think that's the reason. I have 2 named lights for lasers and the ones in the cubedropper instance.

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Vordwann
767 Posts
Posted Jun 25, 2011
Replied 4 hours later
Don't worry about the too many light styles if your map looks fine. I get that message every time I compile one of my maps and it always comes out looking great.
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Aldéz
221 Posts
Posted Jun 26, 2011
Replied 13 hours later

Brits wrote:
[...]
2. Should I worry abot these "Too many light styles on a face at..." warnings? I get a lot of them during compiling. I've read that too many named lights can cause this, but I dont't think that's the reason. I have 2 named lights for lasers and the ones in the cubedropper instance.

You can only have a maximum of two switchable lights affecting the same surface. A light is considered switchable if it has a name. A lightmap for each combination of the lights' on and off states is compiled. Therefore the combinations grow exponentially for each light added. That's why there's a limit.

Depending on the lighting conditions you've set up, this error may or may not be noticeable. You should consider adjusting the keyvalue labeled "0 percent falloff distance" to limit the distance these switchable lights are casted.

I don't remember, but changing the lights' "Appearance" may also be a cause of this error.

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Vordwann
767 Posts
Posted Jun 26, 2011
Replied 3 hours later
Yeah I need to change that in my map. I had a sequence where after you completed a puzzle, all the lights in the previous puzzle would shut off one by one. I scrapped the idea and the logic in my logic_relay, but the names of the lights are still there. Thanks for fixing my problem Ald?z.