Ligth error?? strange.


(HappY) #1

Hello guys,
I’m wondering if you could help me with this problem:

As you see the light acts very strange, dark spots, and random colors.

I did a compile without shader file and it resulted in correct light, but no shaders.
Although I had an earlier release of the same map, copied all the script into the new file but error stays, soo not the .shader problem.

Furher an example when I give worldspawn an ambient of 10000

Anyone knows this kind of problem?? Please tell me :o


(Wezelkrozum) #2

Seems your lightmap is made of wrong lightmapimages. Delete the lightmapimages. They are in maps/yourmapname and do a lightcompile again.


(HappY) #3

Yes, these are 3 different compiles, already tried to delete those maps/mapname/lightimages.tga files, didn’t work.

EDIT: and like i said it doesn’t make sence, I had an earlier beta release. There I didn’t had this error. If I compile without the same shader file as in the beta, then I don’t have that, light thing, only also no shaders.


(IndyJones) #4

what’s your worldspawn?


(Qualmi) #5

deleting is not enough. if this error occurs only in your final pk3, then you did not packed your files correct.


(HappY) #6

“classname” “worldspawn”
“ambient” “1000 1000 1000”
“mapcoordsmaxs” “10240 -10240”
“mapcoordsmins” “-10240 10240”
“fogclip” “3000”
“_farplanedist” “3000”
“_fog” “textures/UJE_deadth_water/fog”

Qualmi what do you purpose I should do ??


(Wezelkrozum) #7

Wrong fix read my next post

Sorry for the double post


(Wezelkrozum) #8

[QUOTE=HappY;193703]“classname” “worldspawn”
“ambient” “1000 1000 1000”
“mapcoordsmaxs” “10240 -10240”
“mapcoordsmins” “-10240 10240”
“fogclip” “3000”
“_farplanedist” “3000”
“_fog” “textures/UJE_deadth_water/fog”

Qualmi what do you purpose I should do ??[/QUOTE]

Ok here we go:
The Ambient key can only contain one value. (0 to 100)
The _color key is used to set the color of your ambient (r g b) (all 0 to 1)

“ambient” “100”
“_color” “1 0 0”
Will give you a bright red ambient/lightmap.


(HappY) #9

Yes indeed, If you look at my first post you’ll see the difference with 10 ambient (first picture) and 1000 ambient(last picture).

Thanks for helping me out guys!

:wink: Grtz HappY


(HappY) #10

Hmm nobody got any ideas?? :frowning: :(:eek:


(S14Y3R) #11

Like Wezelkrozum said, your worldspawn ambient key is set up wrong.

You have 3 ambient values, it should only be one.
‘ambient’ key needs a ‘_color’ key

_color 1 1 1 is white. -Press K to get color picker(v1.40).

gl.


(HappY) #12

Hmm, It was very strange… I’ve solved the error now. But I only copied everything in new dirs, and recompiled. Maby it’s VISTA… like usual. That it had some hidden files… somewere… since the pk3 file is 3MB smaller now.

Tnx for the advises :wink: And help!

grtz HappY


(Qualmi) #13

i thought the problem was already solved after post #8. but great, you have solved it by now. can be sometimes quite frustrating. vista might have been a reason, also the following:

if you compile your map with light-compile-options, then you get a folder inside maps with the name of your map. inside there are tga files called lm_0000.tga until up to lm_xxxx.tga. if you then forget to include these files into your .pk3-file or have existing ones from your previous compiles, then your map gets wrong lightmapinformation, hence very often produces odd lightmaperrors as seen on your pics. - these .tga-files actually are information. so you better treat them as a part of the package, knowing of their existance.

but as i thought your problem was solved, i didnt reply to your request. you can consider this as a late reply with still uncertainty about the real reason.


(Qualmi) #14

i thought the problem was already solved after post #8. but great, you have solved it by now. can be sometimes quite frustrating. vista might have been a reason, also the following:

if you compile your map with light-compile-options, then you get a folder inside maps with the name of your map. inside there are tga files called lm_0000.tga until up to lm_xxxx.tga. if you then forget to include these files into your .pk3-file or have existing ones from your previous compiles, then your map gets wrong lightmapinformation, hence very often produces odd lightmaperrors as seen on your pics. - these .tga-files actually are information. so you better treat them as a part of the package, knowing of their existance.

but as i thought your problem was solved, i didnt reply to your request. you can consider this as a late reply with still uncertainty about the real reason.


(Diego) #15

I’ve seen that effect before. Trying to remember what caused it for me. I think in my case, I my map was too big and I was going over the memory limit for light compiles. Not enough to crash it, but just enough to trash it. I think I still have an old screenshot. I’ll see if I can dig it up.