Getting a ton of lighting errors

Discussion in 'Mapping Questions & Discussion' started by Chromatose, Sep 18, 2013.

  1. Chromatose

    Chromatose L1: Registered

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    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.
     
  2. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    are you using dynamic lights by any chances?
     
  3. Chromatose

    Chromatose L1: Registered

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    I am not. However I resolved the issue by removing all of the named lights I had in the map. (there were only 4.) Unfortunately my compile speeds are still slow as hell.
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    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: Sep 18, 2013
  5. Chromatose

    Chromatose L1: Registered

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    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.
     
  6. henke37

    aa henke37

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    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.