Getting a ton of lighting errors

  • If you're asking a question make sure to set the thread type to be a question!

Chromatose

L1: Registered
May 10, 2012
33
0
So I am getting a billion occurrences of this error:
"WARNING: Too many light styles on a face at"

However I have no idea where to begin fixing this. I am certain that I need to resolve the errors though because my compile times are insane and I'd imagine this is part of why I had to kill my recent compiling process after 9 hours of waiting. Can someone tell me how to prevent this error and offer any general map optimisation advice? Thanks in advance.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
ah yes, named lights tend to do that as well.

as for your compile speed, it is usually due to poor visibility optimization. you might want to give these 2 pages a good read if it is your case
https://developer.valvesoftware.com/wiki/Visibility_optimization
https://developer.valvesoftware.com/wiki/Func_detail

if func_detail doesn't cut it (horrible horrible pun), maybe have a look at this
https://developer.valvesoftware.com/wiki/Func_viscluster (not to be abused, might actually destroy all optimization if used carelessly)
 
Last edited:

Chromatose

L1: Registered
May 10, 2012
33
0
ah yes, named lights tend to do that as well.

as for your compile speed, it is usually due to poor visibility optimization. you might want to give these 2 pages a good read if it is your case
https://developer.valvesoftware.com/wiki/Visibility_optimization
https://developer.valvesoftware.com/wiki/Func_detail

if func_detail doesn't cut it (horrible horrible pun), maybe have a look at this
https://developer.valvesoftware.com/wiki/Func_viscluster (not to be abused, might actually destroy all optimization if used carelessly)

So with func_viscluster, what would happen if it were accidentally placed on a water brush? Can it be placed near one? I ask because my map contains quite a bit of water.
 

henke37

aa
Sep 23, 2011
2,075
515
You get bad visibility data if it crosses two areas that must be separate for visibility reasons. Water is one of those cases.

Basically look for silly visleafs first and then worry about visclusters. vbsp can be quite strange at times. Put a hint face next to any obvious silly visleaf causes and use func_detail where you don't want any cutting at all.