Too Many Lights (FIXED)

Discussion in 'Mapping Questions & Discussion' started by Da Spud Lord, Dec 15, 2017.

  1. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    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: Dec 15, 2017
  2. Lampenpam

    aa Lampenpam

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    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
     
  3. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    I haven't named any one of them. There are no dynamic lights in the map.
     
  4. Narpas

    aa Narpas Failing at Scaling

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    After a bit of Googling, it seems the solution is to increase the lightmap scale on your textures
     
    • Thanks Thanks x 1
  5. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    It appears to be working now, thank you.