max style hits per surface


(Fracman) #1

Yeah, i know, we already had this discussion long ago…

Is there a possibility to raise this limit? Or what is the limitation? I’m using Q3Map2 v2.5.15 and setting for JA.

4 styles is very less.
I did a small room with breakable screens, each screen has its own light entitie, with light=50.
In a row 3 of them have the same style (flickering, 6).
This means i only have 2 different lightstyles, right?

I already removed the lightimage and surfacelight parameters,
as well as random and noise mod in some shaders,
but i still get the error!?


(ydnar) #2

Do the lights go out when you destroy the screens?

y


(Fracman) #3

Yes, but only of the middle row. The screens in the background are glowing, but their light entities are not switched on (i guess because of the max hit 4) and the walls behind are not lit (lightmap is not calculated for those 3 lights).

Each screen is a func_glass.
Each screen that should emit light has at least a glow stage and targets a light entity.

In Radiant, the lights have concentric circles around them,
and i fear the largest is the cause (it has ~580 units for a light value of 50 !)
because all those circles intersect somewhere.

I removed the lightstyle parameter from the lights, but the error persits.


(ydnar) #4

Each switchable light is a style. That’s why they’ve overflowing.

You’ll need to remove the lights from the screens to get it to work.

y


(Fracman) #5

Yes, this was also your answer in the old thread.

But then, if i use the surfacelight parameter to illuminate the near surroundings,
this light won’t go off if i destroy the screens.


(ydnar) #6

Any targetted/switchable/styled light is a styled light.

So you’ll need to limit the area to 3 breakable screens, for a total of 4 lightstyles in the area (including the static base light) or have them all destroy simultaneously.

There isn’t a “fix” or workaround. JA and Q3Map2 have a 4-style hard limit. That’s the way it is.

y


(Fracman) #7

Thats what i wanted to know, thanks.

Is it possible to target just one or two light entities and to decrease their light value the more and more screens are destroyed?


(ydnar) #8

If the gamecode lets you set the brightness of a given lightstyle, then yes. To link them together, make sure all the light entities have the same targetname.

y


(Fracman) #9

Seems native JA can’t support this. I’ll think of something different. Thanks.