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Light Grids cause needed to insert too many points

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Created 10 years ago
by MakeCents
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So I have been fighting this one for a while, and thought I overcame it with some modifications and just recently discovered that I didn't have a lightgrid in an area.

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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.

I'm not sure what that means, but anytime I add another light grid brush, I get it. The numbers change, but still I go over. I think it also happens if I spread my maps apart too much, but not sure about that one.

Is it better to have one big lightgrid that spans 3 areas, or 3 smaller ones that just cover those areas? Can anyone explain this error in a way that will help me understand what I need to do to get another lightgrid over this area that doesn't have one? It's a large area, btw. I am using skybox_nightfire if that matters.
Last Edit: April 08, 2016, 03:57:58 am by MakeCents
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RadihaX
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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.
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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.

Okay, does odd shapes matter? I have some rhombuses.
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Not entirely sure on that one.
Marked as best answer by MakeCents 10 years ago
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Lightgrid points is based on your lightgrid volume. 10x10x10 is 1000 but slightly different.
//
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.
//
Multiple small lightgrids is better than 1 large grid.
//
Re apply lightGrid texture after resizing your lightgrid.
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Lightgrid points is based on your lightgrid volume. 10x10x10 is 1000 but slightly different.
//
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.
//
Multiple small lightgrids is better than 1 large grid.
//
Re apply lightGrid texture after resizing your lightgrid.

Well maybe that explains why when I make them farther away it does that too. thanks for the info. I'll try lightgrid sky on the maps that are far away and see if there are any adverse affects if it works that way. 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?

Edit: Lol, wow that fixed my issues but it did something weird or adverse to those maps, lol. It made all the textures dark when you start to get close to things in one map, and made whites whiter in another map, and in the other map everything white is magnified at a distance, I actually kind of like it, lol.

I'm definately going to play around with it, till I get something useable because even the adverse affects are better than no light grid.
Thanks again!

++ all around
Last Edit: April 08, 2016, 04:44:00 am by MakeCents
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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?

I read something along those lines in a gtk radiant changelog about tool textures messing up.
It's always been how I did it though, so it might not be anything more than a bad habit.

 
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