ignorable compile error?

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
I ran my compile log through interlopers.net with 0 errors, so can I slip by without fixing it?


".....
BuildFacelights: 0
WARNING: Too many light styles on a face at (48.190147, 216.000000, 895.000000)
..
WARNING: Too many light styles on a face at (98.196999, 242.509109, -63.000000)

WARNING: Too many light styles on a face at (149.544922, 345.560638, -63.000000)

WARNING: Too many light styles on a face at (362.080078, 932.747437, -63.000000)
.1.
WARNING: Too many light styles on a face at (-60.941845, 218.165787, 895.000000)
..
WARNING: Too many light styles on a face at (-135.430191, 302.079681, -63.000000)

WARNING: Too many light styles on a face at (-74.178726, 211.338882, -63.000000)

WARNING: Too many light styles on a face at (-85.405258, 233.083344, -63.000000)
2...3
WARNING: Too many light styles on a face at (568.000000, -319.000000, -136.000000)
..
WARNING: Too many light styles on a face at (-696.000000, -319.000000, -136.000000)
.4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 180146, max 223
transfer lists: 1.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(119, 0, 1106)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10, 0, 90)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1, 0, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0113 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

......."
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
see told you, all you need to do is delete that 3 lights :D

just kid, just kid :D
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
well the problem is back, but now its the error is TENFOLD (after changing the outer nodraw brushes to textured black brushes due to seeing the sky through the room)

here's my room setup:
lightroomwz2.gif


the orange dots represent lights. I'm getting the errors on the outer black walls (world brushes). It runs fine in game and looks great... but I'm just worried about the compile errors
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
it's an ending puzzle to an adventure demoman jump map... all the lights are necessary because they change and/or turn off through activation.

the blocklight texture doesn't prevent the error on the outerwall for some reason >.<