Author Topic: Dude! My lights aren't working in the visrad compile!!  (Read 5619 times)

Garrett

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #20 on: September 08, 2007, 11:46:23 PM »
Haha, he knows his stuff though, regardless.  I say vote him in for Global mod or Dev.  All in favor? I!...  no one else!? ok....

Spook

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #21 on: September 08, 2007, 11:47:02 PM »
spooks so helpful...too bad his mapping  skillz are sub-par ;)
i fixed all your MANY leaks the other day, so shh :P

Chef-Killer

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #22 on: September 09, 2007, 05:02:54 AM »
Code: [Select]
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.bsp
reading c:\bsp\pball2\quake2\pball\mapfiles\nameless_building_b2.prt
2378 portalclusters
7128 numportals

************ ERROR ************
Leaf with too many portals

You have to many numportals. Try do stay lower than 6000. Detail things like barrels, boxes etc. Hit "s", choose "detail" and click "apply brush/apply face". If you have then numportals below 6000, your compile should work.

Apocalypse

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #23 on: September 09, 2007, 07:53:36 AM »
ok, once i take a look at the .map i could probably find your problem. You have no errors in your compile, so the only other thing i can do to help is a take a look at the map as a whole
Quote
************ ERROR ************
Leaf with too many portals
Hmmmmm......

Krewzer

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #24 on: September 09, 2007, 11:49:47 AM »
What do you have in worldspawn for sunlight? You can go over 6000 numportals... just is easier if you don't.

Leaf with too many portals is most likely the problem... go back to an earlier saved point that doesn't have that error and redo.  You should be saving your work often for exactly this reason.

Spook

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #25 on: September 09, 2007, 12:06:46 PM »
I fixed it for him

Krewzer

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #26 on: September 09, 2007, 01:07:13 PM »
How did you fix it?  If you post the solution then we can all learn from it.

Spook

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #27 on: September 09, 2007, 01:18:03 PM »
He was doing the fastvis compile, that came up with the error
************ ERROR ************
Leaf with too many portals
When i did a final compile, there was no error, but his lights were still jacked up.

So i copy'd the map, brought it to a new fresh grid, pasted it, and then did the final compile and everything lit fine.

From what i saw, it looks like he messed with the arghad settings, possibly unknowingly, but the lights were lighting only themselves before. When i finished the compile, everything looked like a normal map, and i must say it should be a fun pub style map

Garrett

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #28 on: September 09, 2007, 02:28:01 PM »
Thanks for all the help, spook.  If I get an error again, its because the poly count.  If I set barrels to detail, it will lower?! my poly count?

Spook

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #29 on: September 09, 2007, 03:49:13 PM »
I detailed your barrels as one of my own little tests, it lowers your numportals by 5500. I would recommend doing it

Garrett

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #30 on: September 09, 2007, 05:52:48 PM »
All the barrels? does it create any of those weird vis errors/ HOM errors?  Don't the r_speeds jump exponentially?

Garrett

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #31 on: September 09, 2007, 08:52:12 PM »
I tried spooks idea and kept get some weird errors with the textures and set up.  I tried Chef-killers idea and the map lit up fine.  Maybe it was the arghad settings or too may polys, it doesn't matter.  Thanks for all your helps guys and keep a look out for the next beta, most likely tomorrow.  Thanks again.

blaa

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #32 on: September 10, 2007, 05:22:49 AM »
 7128 numportals

It wasnt arghrad settings. Try to keep numportals lower than 6000.

Garrett

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #33 on: September 10, 2007, 09:04:54 AM »
There is very few polys now.  Don't hint brushes, if used right, cut down on polys too?

jitspoe

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Re: Dude! My lights aren't working in the visrad compile!!
« Reply #34 on: September 14, 2007, 01:16:12 PM »
There is very few polys now.  Don't hint brushes, if used right, cut down on polys too?
Actually, they increase them.  If used properly, however, they split the map up into sections so the visibility of some areas is lower and you aren't drawing random stuff that won't be seen anyway.

You have to many numportals. Try do stay lower than 6000. Detail things like barrels, boxes etc. Hit "s", choose "detail" and click "apply brush/apply face". If you have then numportals below 6000, your compile should work.

Or you can just select the brush and click the "+Det" button.  Much faster. :)