Warming: Too many light styles on a face!?

Freelancer

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I get this error when compiling: Warming: Too many light styles on a face.
What is it?! And what can I do about it. ;(
 
It means that a particular surface in your map is receiving lighting from too many named* lights, be they flashing, switchable or whatever. Reduce the number of named lights.

*Source treats any light that has a name as if it was a switchable light. Don't give light entities names unless they are intended to be triggered in some way.
 
Pi Mu Rho said:
It means that a particular surface in your map is receiving lighting from too many named* lights, be they flashing, switchable or whatever. Reduce the number of named lights.

*Source treats any light that has a name as if it was a switchable light. Don't give light entities names unless they are intended to be triggered in some way.

That's weird. I don't have many named lights...like two or so, but they are triggered.
 
I believe that there can only be as certain ammount of DIFFERENT lights ion one surface... So if you got like different colored lights with all different rendering shining on one spot, then that just might be it. I'm sure I hear Raeven0 preach on this subject somewhere else :P

( @ The Brick. I assume that too many lights make it warrm? Ovrclocking? or maybe its just STEAM thats so bloody hot!*** Nice that you noticed anyways.)
 
o_O But I got 3 blinking lights and the rest is unnamed lights spread out all over the map. But it doesn't seem to do any harm.
Plus now I seem to have a leak I can't find how hard I look...and the pointfile doesnt show me.
 
Recompile and check the new pointfile.

Leaks can cause the most strange errors.

Interlopers.net says:
Description:
There's a face with too many different light styles of light shining on it. (more than six). For every switchable light (that is: any light that is named or has a custom appearance) shining on a face, vrad.exe makes a new lightstyle. Basically, it calculates how the face looks like when:
-light 1 is on and light 2 is off
-light 1 is on and light 2 is on
-light 1 is off and light 2 is off
-light 1 is off and light 2 is on
I'm sure you understand how 6 switchable lights make 2 ^ 6 lightstyles, and how this enormous amount of memory has to be saved somehow. and limited.

Solution:
To stop this error, remove lights, dont give the light names unless you need to, make sure certain lights dont shine on the face (max_shining distance or by blocking it with brushes) or simply dont use that much switchable lights. Dynamic lights are not used by vrad.exe thus dont count. Lights with the same names are counted as the same lights. Find the location of the error using the coordinates.


So if ýou dont have those six lights then I think that leak might be it.
 
Aggghhh.

Switchable (named) is not the only criterion. Any light with either a name or a set Appearance contributes to a face's lightstyle limit (indeed, the former implies the latter: any named light can be set to any pattern via an input).

If all of the blinking lights have the same Appearance, there should be no problem. Otherwise, three differently-styled lights is most likely too many.

Now for some technical fun: most of the time, the majority of your lightstyles are wasted, because they're never used. Why? Any named or styled light supports 26 different brightness levels, from a to z. The engine assumes that all of these could be used, and so every face in range of the light has to have its brightness calculated for all of the 26 states. With two styled lights in the same area, that's a whopping 676 permutations to consider, most of which will never even be seen but have to be supported anyway for safety.
 
Raeven0 said:
Aggghhh.

Switchable (named) is not the only criterion. Any light with either a name or a set Appearance contributes to a face's lightstyle limit (indeed, the former implies the latter: any named light can be set to any pattern via an input).

If all of the blinking lights have the same Appearance, there should be no problem. Otherwise, three differently-styled lights is most likely too many.

Now for some technical fun: most of the time, the majority of your lightstyles are wasted, because they're never used. Why? Any named or styled light supports 26 different brightness levels, from a to z. The engine assumes that all of these could be used, and so every face in range of the light has to have its brightness calculated for all of the 26 states. With two styled lights in the same area, that's a whopping 676 permutations to consider, most of which will never even be seen but have to be supported anyway for safety.

I didn't understand so much of it. But I don't have any *styles* , all I got is lights turnining off on map spawn and turning on when you trigger it , once.
 
Freelancer said:
But I don't have any *styles* , all I got is lights turnining off on map spawn and turning on when you trigger it
Any differently-named lights shining on the same face count.
 
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