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Post by thehappyfriar on Mar 14, 2015 18:16:18 GMT -5
I'm getting the error "Surface to large to map" and it won't finish lighting.
I can't find anything about it online.
Yesterday it compiled fine and the only changes in the map since last compile were I added a door/textures/boxes/lights to a room that yesterday was an empty space.
I've tried breaking up the room brushwork in to smaller pieces, removing the new lights, removing the door and removing the crates, doesn't help.
Is there any way I can find more info about what's causing the issue? I did create a giant brush to cover the entire room and it compiled, so it's definitely something with that room, but any way to figure out what specifically?
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Post by NIN-Kitsune on Mar 14, 2015 20:14:34 GMT -5
I'm getting the error "Surface to large to map" and it won't finish lighting. I can't find anything about it online. Yesterday it compiled fine and the only changes in the map since last compile were I added a door/textures/boxes/lights to a room that yesterday was an empty space. I've tried breaking up the room brushwork in to smaller pieces, removing the new lights, removing the door and removing the crates, doesn't help. Is there any way I can find more info about what's causing the issue? I did create a giant brush to cover the entire room and it compiled, so it's definitely something with that room, but any way to figure out what specifically? I looked up arghrad/Qrad3 errors and "Surface to large to map" "You have a surface that's too big. Note that this uses the texture coordinates to check this, so using very small scales for textures can give you this error too. Split your face into several small ones." Was all I could find myself, it may not be the brushwork so much, but the textures or scaling of them. Might want to check that especially if any of them are being used to emit light and ensure there are no bad scaling numbers or something, I've had wacky values happen due to floating point occasionally I think, redoing the scale numbers or finding another texture might be worth a try. You could also perhaps try increasing the chop? when my map starts to get busier I tend to need to up the chop to 64, but it might not be related as that usually has to do with the max_patches error and I'm not sure if it would be a closely related error. panjoo.tastyspleen.net/rust/tutorials/errors/qrad3.htmlwww.quake2.com/qworkshop/info/errors/index.htm (incase you ever run into any further errors, this is a handy resource) Edit: and also found "Scale textures up on large surface areas to decrease the lightmap size." and "Scale the textures up on any triggers to an extremely high value (nobody's going to see them anyway, so lighting doesn't matter)" Could help too.
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Post by thehappyfriar on Mar 14, 2015 22:44:29 GMT -5
Yup, that was it. I used the "fit" option and it was the issue. Thanks!
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Post by thehappyfriar on Apr 5, 2015 17:26:42 GMT -5
I am trying arghrad 3 instead of 2/2.1 and it crashes when loading up a map I'm working on. It works fine on another map and 2/2.1 work fine on the map that crashes 3, is the code out there so I can see what's causing it to crash?
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Post by jitspoe on Apr 5, 2015 19:49:47 GMT -5
The source is not currently available. I ran into a crash when trying to phong shade (light value set on a surface, but surface light flag not set) some really complex geometry. If you're trying to phong shade anything (or the value is somehow set on some surfaces), try unsetting the value and see if still crashes.
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Post by thehappyfriar on Apr 6, 2015 0:32:23 GMT -5
Is there a version newer then 3.00T9? That's the latest I could find. I only went looking for 3.0 because the Arghrad manual says it's for 3.0 and some of the stuff in 2.5/3 I wanted to use.
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Post by knightmare on Apr 6, 2015 12:07:15 GMT -5
Argh disappeared in 2006, after promising to release all his source code once ArghRad 3.0 was finalized. His email listed in the ArghRad readme is apparenlty no longer checked.
That said, I do have a copy of the ArghRad 2.01 source for Daikatana. Sadly, it's an older version from August 1999 and the phong shading is broken; phong surfaces end up lit black.
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