IlluminateRawLightmap taking forever


(Mateos) #1

Good afternoon,

I have a little problem with light compiling since today… Tried it, and now I get a forever-compiling light phase, stuck at 9 at IlluminateRawLightmap;

According to a old thread, it could be due to map edits:
http://forums.warchest.com/showthread.php/11642-IlluminateRawLightmap-suddenly-taking-much-longer

Problem is that I don’t have a old backup, the System Restore isn’t running properly, and I made a lot of edits since the last light attempt…

Any idea what could cause this? :confused:

Thanks in advance,

Mateos

Edit: Joined the 2 latest -light phases I have as TXT (I like to compare compilations results this way), one from today (incomplete so) and one from the 10th February 2013.


(Mateos) #2

Hello again (Feel like double/triple-posting these days >.>),

I have narrowed down the problem, by using “region” feature (More or less, because of “No brush selected” issue I did the split manually): 3/4 parts compile during the -light phase.

It seems the issue comes from the south-west part of the map. This part is mostly terrain, apart the back-corridor of the Warehouse and the TruckYard.

I will try to remove allthe light entities, then one by one and try compile like this…


(Mateos) #3

This method paid. And here’s the result, in case someone else have it :slight_smile:

I’ve removed piece by piece parts of the south-west. First Warehouse and its stuff, then the terrain behind the Truckyard, then the little building in front of it… And finally, I removed the rest of the terrain: light compilation ended.

So I took a look inside the terrain. There were a part I manually added some time ago, which had sides textured with terrain texture, so faces inside the terrain. I textured these faces in caulk, and the compilation finished!

I did the same in the full map, same result: compilation works again \o/

So, as indicated in the thread I quoted, it was a brushwork issue and not entity one.

(Hope it is the last triple-post-only thread I make)


(stealth6) #4

Haha, cool. Bet that was frustrating when you found the mistake. :smiley:

Well from now on you’ll check your terrain more carefully I guess. :tongue:


(Mateos) #5

Yes, quite, but lately I learned a lot from errors, so it’s not all bad :smiley:

After this, I’ve focused on Tree Shadowing. I just reduced the precision of Q3Map2 on the road texture, looks like core maps now (But isn’t, since I have a extra-shader line)… Close to a 2.1 Test 2 :smiley: