jump.tf Forums
Welcome B)

Too many lights?

Dystopia

  • Newbie
  • *
    • Posts: 34
    • Frags: +0/-0
    • View Profile
I tried adding lights to my map via glowing textures, but it takes like 30 mins to compile 4 jumps. I don't think im leaking anything and im not enclosing my entire map in a skybox either. The only suspicious line I can find in the compile log is "too many lights 8193/8192".
Spoiler (click to show/hide)

I tried googling but the only post about this involves actual light entities which I don't have. Anybody knows whats going in?


?oss

  • Guest
considering its vrad's thing u could try to increase lightmaps scale on the whole map


plep

  • Advanced
  • *****
    • Posts: 639
    • Frags: +0/-0
  • hi
    • View Profile
considering its vrad's thing u could try to increase lightmaps scale on the whole map
^

This is the MOST COMMON light issue you'll encounter.

Having a lightmap scale of 64 by default (32 if the map isn't too big) is decent enough for me. You can always make this number lower on specific faces to have smoother light.


Dystopia

  • Newbie
  • *
    • Posts: 34
    • Frags: +0/-0
    • View Profile
Changing lightmap scale fixed it for me though I could've sworn I tried changing it before... Weird though cuz my map is currently still really really small...


plep

  • Advanced
  • *****
    • Posts: 639
    • Frags: +0/-0
  • hi
    • View Profile
Changing lightmap scale fixed it for me though I could've sworn I tried changing it before... Weird though cuz my map is currently still really really small...

I could take a look in your vmf if you want


879m

  • Proficient
  • ****
    • Posts: 402
    • Frags: +2/-0
  • Techa mengu, go!
    • View Profile
Maps have a maximum amount of lighting information they can store. Your map was juuuust over this. The lightmap scale on the glowing textures or the entire map must have been really low to go over the light limit in 4 jumps.


John

  • video games
  • Novice
  • **
    • Posts: 89
    • Frags: +421/-69
    • View Profile
glowing textures are known to be really expensive so if you can avoid using them i'd suggest you do. if not then definitely increase the lightmap scale to like 64 or 128.


Dystopia

  • Newbie
  • *
    • Posts: 34
    • Frags: +0/-0
    • View Profile
Thanks guys, for now since its fine I won't change anything yet. If I get more problems in future I'll either raise the lightmap scale again or change to other types of lighting


pants

  • Proficient
  • ****
    • Posts: 458
    • Frags: +0/-0
    • View Profile
You can also just change the lightmap scale of JUST the texturelights, keep in mind with a low scale a small strip of texture can be dozens of light sources. You can see this by changing your 3D view to the 3D lightmap grid, where basically every square here represents a light. Which is why getting a uniform glow strip effect can be quite costly compared to a few light entities just illuminating the area.

A smart way to adjust them easily is to assign them all to a custom visgroup, rather than fumbling around the map to change them manually.

I guess another broad tip is that you can have different lightmap scales depending on how far away/how detailed you need something. So a distant textlight could have a higher scale compared to something that will be level with a players sight.