Author Topic: Lighting is messed up during compile  (Read 3269 times)

Jacques

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Lighting is messed up during compile
« on: August 16, 2008, 03:53:51 pm »
I have compiled my map many times before, without any problems. Now I compile it, and all of the lighting is messed up. The map is all the same lighting. I had it before so that the lights made some places brighter than others, but now everything is bright.

epsy

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Re: Lighting is messed up during compile
« Reply #1 on: August 16, 2008, 05:24:23 pm »
you are probably compiling using fullbright, to turn on light calculation use -light
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n.o.s.brain

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Re: Lighting is messed up during compile
« Reply #2 on: August 16, 2008, 07:41:14 pm »
this can also happen if you are compiling with radiant's built in compiler, and have a brush with too many sides, which causes the compiler to fail the light stage.
Code: [Select]
************ ERROR ************
MAX_TW_VERTS (12) exceeded

Taiyo.uk

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Re: Lighting is messed up during compile
« Reply #3 on: August 16, 2008, 09:24:29 pm »
Radiant has no "built-in" compiler and shells out to q3map2. Recent versions of q3map2, including that shipped with Radiant 1.5 do not have the 12 vertex limit.

Jacques

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Re: Lighting is messed up during compile
« Reply #4 on: August 19, 2008, 07:12:59 pm »
I have tried various pre-set compiles in Q3Map2. I am in 1.4, because upgrading to 1.5 is not an option for me. (I'm on a mac.)

doomagent13

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Re: Lighting is messed up during compile
« Reply #5 on: August 20, 2008, 01:23:18 am »
I assume you mean Intel mac because 1.5 works fine for me on my ppc...

Jacques

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Re: Lighting is messed up during compile
« Reply #6 on: August 20, 2008, 04:09:38 am »
Intel Mac, yes.

doomagent13

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Re: Lighting is messed up during compile
« Reply #7 on: August 21, 2008, 11:30:19 pm »
You could try breaking the problem brush into several brushes via the clipper...  Not the most elegant solution, but it should work.  Alternatively, you could probably make a more recent version of q3map2 and use it instead...