Taken from The QuakeLab: Editing website http://www.planetquake.com/quakelab/ Used by kind permission of Steve Fukuda [The QuakeLab] [Compiling and Editing Problems and Solutions] [Editor] [BSP] [Light] [VIS] [Startup] [Gameplay] Modified June 7, 1997 |-----------------------------|-----------------------------------------------| |Problem |Solution | |-----------------------------|-----------------------------------------------| | |If a map with a large amount of brushes was | | |compiled with standard QBSP, LIGHT may do | | |this. Workaround: Recompile the map with | | |QBSP256B (see Tools section in The Basics) | | |and re-light. - Shawn Holmes | | |-----------------------------------------------| |Light caused invalid page |Works under Windows 3.1, strangely enough. | |fault in module at |Possibly an incompatible motherboard (?) - | |0000:3b646177 (this value is |Nicholas Lawson | |always the same) |-----------------------------------------------| | |This solution applies to both your averge | |Registers: |pf, and the qbsp256's tendency to cause a pf | |EAX=00000009 CS=....... |instead of displaying an error message when | |EIP=.... etc. etc. |handling csg or portals, (at least it does | | |this to me - anyone else?) | |Bytes at CS:EIP: | | | |First: are you running | |Stack dump: |3dsstudio/netscape/adobe photoshop/psp etc. | |675c3a64 .... etc. etc. |in the background at the same time your | | |trying to compile your level? Close all open | |Message displayed when LIGHT |programs then restart your DOS prompt box | |crashes after a few |and try again. If this doesn't work then | |completely normal executions |restart the computer, to clean up memory. | |of the program. Hardware | | |fault? WIN95 problem? |If this doesn't work, then move a | | |brush/brushes in your level a bit, (1 or 2 | | |squares) or just offset part of your | | |geometry a bit. This usually fixes it if the | | |above two things don't work, I have no idea | | |why slight changes in the level fix this | | |sometimes but hey it works! - George Davison | |-----------------------------|-----------------------------------------------| | |Basically, it means just what it says. There | | |is apparently a limit to how many different | | |lights can be reflected off of one surface. | | |There are two ways to induce this problem: | | |a) too many lights in one room, or b)having | | |many holes or portals which can allow light | | |from other areas to come in and affect a | | |surface. | | | | | |I don't know what this limit is...maybe an | | |email to John Carmack mights straighten it | | |out. | | | | | |I would try to reduce the number of lights | |I'm starting on a level and |in any given room, until it compiles. Or, if | |just started adding lights |it was induced by many holes in walls or | |to the two rooms I have so |ceilings, minimize those. - Mike Melzer | |far. Most of the lights will |-----------------------------------------------| |be spotlights (i.e., |There are a maximum of four light styles | |targetted), but a few are |incident on a single surface. All normal | |"normal" lights. After |lights are the same style, so you can have | |adding about a dozen |fifty little lights in the same room and it | |spotlights and three normal |won't hurt. | |lights, I got this message | | |from Light: |Each type of flickering light is a seperate | | |style. Each targetname present on a light | |WARNING: too many light |(controlled by a switch or trigger) is a | |styles on a face |separate style. This is likely where the | | |problems occur. - John Carmack's response to | |I'm assuming this means that |Mike Melzer | |the face of some brushes are |-----------------------------------------------| |being illuminated by both a |The source of the light was a "normal" light | |spotlight and a normal |entity with brightness of 300; the target | |light. The question is: why |was a "normal" light entity with a | |is this bad? - Robin |brightness of 0. Changing the target to a | |Hermance-Moore |path_corner got rid of the warning. | | | | | |Note: It turns out that in Worldcraft, a | | |brightness of 0 does NOT mean "cast no | | |light". What it means is "use the current | | |value of the map's default light level | | |variable". As currently implemented, that | | |light remains at the original brightness | | |given to it, regardless of what the default | | |light level is changed to. This is | | |confusing, since it makes it possible to | | |create a light for which you can not | | |determine the brightness (looking at the | | |properties still tells you "0"). - Robin | | |Hermance-Moore | |-----------------------------|-----------------------------------------------| |----- LightFaces ---- | | |323 entities read | | |************ ERROR |And the corresponding solution is... | |************ | | |GetFileSpace: overrun | | |-----------------------------|-----------------------------------------------|