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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community. |
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Needed to insert too many points. (Attempted: 1799171. Max 835120) Using 'lightgrid_sky' brushes in sky where vehicles fly may fix this.
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Use up to 32 lightgrid volumes, basically one large one is a waste as it puts the points in the giant brush.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Lightgrid points is based on your lightgrid volume. 10x10x10 is 1000 but slightly different.
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2 lightgrids stacked on top of each other will add the distance between them to your total lightgrid points. Using lightgrid_sky will stop compiler from trying to fill in the vertical distance between light grids.
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Multiple small lightgrids is better than 1 large grid.
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Re apply lightGrid texture after resizing your lightgrid.
I also will resize and retexture the existing lightgrids. Whats up with retexture, what does that do? I see it reorients the texture when you do that, but does it actually affect your compile?