Too Many Lights (FIXED)

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
VRAD keeps prematurely quitting before its job is done, reporting "too many lights 8193 / 8192". When I load up the map, it is always fullbright. I tried twice, once when doing a full compile, and a second time, with VVIS on fast. The second compile log is below.
Starting a 'Lighting Test' compile.
Starting compilation of koth_skyfall_a6
Valve Software - vbsp.exe (Oct 14 2017)
leaktest = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_skyfall_a6/cp_mountainlab/nature/groundtograss001_wvt_patch
Patching WVT material: maps/koth_skyfall_a6/cp_mountainlab/nature/blendrocktograss002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...error: material WATER/WATERFALL doesn't have a $bottommaterial
error: material WATER/WATERFALL doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 182 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1293910 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 544 texinfos to 438
Reduced 65 texdatas to 62 (1573 bytes to 1375)
Writing C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.bsp
Wrote ZIP buffer, estimated size 1729, actual size 1381
5 seconds elapsed
Valve Software - vvis.exe (Oct 14 2017)
fastvis = true
4 threads
reading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
reading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.prt
1647 portalclusters
5291 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 35101 visible clusters (3.10%)
Total clusters visible: 1132325
Average clusters visible: 687
Building PAS...
Average clusters audible: 752
visdatasize:443841 compressed from 685152
writing c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
2 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\cwriv\onedrive\documents\hammer maps\koth_skyfall\koth_skyfall_a6.bsp
Setting up ray-trace acceleration structure... Done (2.21 seconds)
10000 faces
1 degenerate faces
4848500 square feet [698184000.00 square inches]
12 Displacements
29832 Square Feet [4295901.00 Square Inches]
9999 patches before subdivision
172759 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
10024 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (374)
too many lights 8193 / 8192

C:\Users\cwriv\OneDrive\Documents\Hammer Maps\koth_skyfall\koth_skyfall_a6.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_skyfall_a6.bsp
1 File(s) copied
Not sure why it says there are 8193 lights when I only have 101 light-casting entities (light, light_spot, and a single light_environment), so in this case it must be referring to something else.

EDIT: The fix that worked for me.
 
Last edited:
Mar 23, 2013
1,013
347
Could it be that you gave your light entities names? Having too many with different names shining on the same surfaces causes and error or maybe it's just too many in general. Just a guess, if your lights have no names, than it's not that.
EDIT: ok it's not that then
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Could it be that you gave your light entities names?
I haven't named any one of them. There are no dynamic lights in the map.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
After a bit of Googling, it seems the solution is to increase the lightmap scale on your textures
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994