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ignorable compile error?

Discussion in 'Mapping Questions & Discussion' started by bob+M|M+, May 28, 2008.

  1. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    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

    ......."
     
  2. bob+M|M+

    bob+M|M+ L6: Sharp Member

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  3. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    see told you, all you need to do is delete that 3 lights :D

    just kid, just kid :D
     
  4. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    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:
    [​IMG]

    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
     
  5. Earl

    Earl L6: Sharp Member

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    Why so many lights? Seems kind of ridiculous.
     
  6. MangyCarface

    aa MangyCarface Mapper

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    What are you trying to accomplish? I don't understand at all what that setup could be used for...
     
  7. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    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 >.<