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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Light Grid Volume tips, can it be too large?
lunarkingdom
General Member
Since: Jun 27, 2015
Posts: 44
Last: Oct 9, 2015
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Tuesday, Jul. 7, 2015 07:43 pm
Sorry I meant reflection probes. Basically I have created a huge map for our low gravity server, initially I enclosed the entire thing (about 30 stories high) just inside the light box and placed reflection probes just above all of the places players will land but nothing changed. I then tried putting smaller areas of the light grid volume just over the solid places in map where players will be running and playing with 4 light probes in each, neither of these configurations worked. This is why originally I asked if I was missing anything? Is there anything further I need to do besides placing light grid volume around the play area and adding reflection probes? I do compile lighting after modeling if you were wondering. What is the correct way to use light grid volume? I am not making the rectangle light grid volume hollow, could this be whats wrong? The only light source I am using is the sky box. Night vision also does not work when setup like this.

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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, Jul. 7, 2015 08:12 pm
Yes, lightgrid can be too large. It only has so many sample points. You can check, or get an indication it is already too big simply when your map no longer updates. You can read the compile log, and near the end of the light compile it would say something like: Light Grid Sample Points Exceeded.

Post your compile log if you are unsure. When your compile process completes. Right click your CMD window, choose, Select All, then press enter and it will have been copied to clipboard. You can then paste it here using the BBCode > code button.

Code:

Compile Log contained in this box.


1. Make sure your Spawn Points are enclosed in your "lightgrid_volume". You want the player to spawn inside the brush. The Lightgrid should NEVER be hollow.

2. Make sure your playable area contains "lightgrid_volume". It can be multiple brushes butt up against one another. Just as long as the player never leaves the brush. If the player does leave the brush, the shadows are no longer true "sunlight" and such. You will instantly notice a change in lighting the moment the player leaves the brush.

3. Technically, you can get away with only using 1, reflection probe in your map. Many times I work through 90% of my map using 1 probe and near the end I add more to fix all the lighting. However, if you want reflective surfaces to properly reflect nearby lighting, you will need to add other probes to compensate. Every time you add, move or change the properties of a reflection probe, Compile Reflections must be done from the tools.

I did a map long ago that was way up in the sky. It had both ground playable area and an area way up in the sky. I had an issue with rainbow, and it seemed that no matter what I did, I could not solve it. Then I tried using the tools texture, "lightgrid_sky", but only up in the high part of my map, and it solved my problem. I made a conclusion that maybe the game, after a certain height, no longer can use "lightgrid_volume", but needs "lightgrid_sky" instead.

Maybe you can try that in your upper areas of your map. It also depends on where you started your ground level on your coordinate structure. If you make the mistake and not start building on your 0,0,0, you may run into this issue on your own.
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lunarkingdom
General Member
Since: Jun 27, 2015
Posts: 44
Last: Oct 9, 2015
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Jul. 8, 2015 06:24 pm
0,0,0 is in the center of my map, it sticks above it and below it evenly, unless there is a select all function in radiant I dont think I can fix it as it is too massive. I changed the light box to bloc worldspawn settings and the rainbow is no longer present. Night vision displays sthe same colors as without night vision, no change so can I assume this is also do to my light grid not working?
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Wednesday, Jul. 8, 2015 08:33 pm
There is a select all function, I just don't remember what it is as I've never needed to use it. You can check the hotkeys, which is probably under the help menu.

I don't think there is any reason to select all and move the map to another. I'm sure it is a simple fix once we figure out what it is. [duh]

You can post your compile log and we can at least rule out that you haven't exceeded your light grid points, and or any other errors that is keeping your map from updating or compiling properly.
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TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Jul. 8, 2015 09:28 pm
Select all is "i" key.
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lunarkingdom
General Member
Since: Jun 27, 2015
Posts: 44
Last: Oct 9, 2015
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Jul. 8, 2015 09:59 pm
DeekCiti writes...
Quote:
Maybe you can try that in your upper areas of your map. It also depends on where you started your ground level on your coordinate structure. If you make the mistake and not start building on your 0,0,0, you may run into this issue on your own.


This is why I asked about the select all key so I can move the map so the bottom is at 0, 0, 0
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lunarkingdom
General Member
Since: Jun 27, 2015
Posts: 44
Last: Oct 9, 2015
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Jul. 8, 2015 10:16 pm
Here is a short video of us playing my not quite done map to give you guys an idea of where I am at:

Link to my map gameplay video
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Thursday, Jul. 9, 2015 12:17 am
Lightgrid_sky tool texture solved that for me.
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lunarkingdom
General Member
Since: Jun 27, 2015
Posts: 44
Last: Oct 9, 2015
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Friday, Jul. 10, 2015 01:29 am
Code:
In map prefabs/fallujah/bldgs/city_construction.map on entity 201 brush 1 at 322
 1093 6141
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 201 brush 1 at 321
 1093 6142
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 201 brush 1 at 319
 1093 6142
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 201 brush 1 at 318
 1093 6141
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 201 brush 1 at 318
 1093 6139
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 201 brush 1 at 319
 1093 6138
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 233
 1093 6138
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 234
 1093 6139
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 234
 1093 6141
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 233
 1093 6142
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 231
 1093 6142
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 230
 1093 6141
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 230
 1093 6139
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 200 brush 1 at 231
 1093 6138
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
7 1069 6136
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
9 1069 6138
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
9 1069 6142
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
7 1069 6144
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
3 1069 6144
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
1 1069 6142
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
1 1069 6138
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 0 brush 1020 at 18
3 1069 6136
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 444
 870 6152
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 446
 870 6150
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 449
 870 6150
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 451
 870 6152
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 451
 870 6155
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 449
 870 6157
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 446
 870 6157
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 208 brush 0 at 444
 870 6155
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 444
 866 6152
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 446
 866 6150
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 449
 866 6150
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 451
 866 6152
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 451
 866 6155
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 449
 866 6157
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 446
 866 6157
ERROR: Lightmap uses more than one pixel per inch.
In map prefabs/fallujah/bldgs/city_construction.map on entity 209 brush 0 at 444
 866 6155
assigning primary lights...
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
assigning lightmaps...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
combining layered materials...
11758 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 283 brush sides
elapsed time 0 seconds
Finished processing world entity

Writing C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\ma
ps\mp\mp_jumpk.d3dbsp
   28 seconds elapsed
.
.
###########################################

                COMPILE LIGHT
###########################################

.
.
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4Compil
eTools/main
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_13.iwd
 (265 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_12.iwd
 (33 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_11.iwd
 (448 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_10.iwd
 (230 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_09.iwd
 (447 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_08.iwd
 (66 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_07.iwd
 (34 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_06.iwd
 (416 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_05.iwd
 (716 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_04.iwd
 (765 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_03.iwd
 (670 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_02.iwd
 (1296 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_01.iwd
 (1456 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_00.iwd
 (1054 files)
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//main
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//main_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4Compil
eTools/raw
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4Compil
eTools/raw_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4Compil
eTools/devraw
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4Compil
eTools/devraw_shared
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw_shared
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//devraw
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//devraw_shared

C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw06.iwd (7 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw05.iwd (1338 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw04.iwd (1730 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw03.iwd (3705 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw02.iwd (3483 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw01.iwd (3181 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized
_english_iw00.iwd (2903 files)
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw/english

File Handles:
----------------------
24243 files in iwd files

using map radiosityScale 1


using map contrastGain 0.15

building collision data...
building collision took 1.2 seconds
----------------------------------------
Calculating sample areas...
Finished in 0 seconds.
----------------------------------------
Getting radiosity color for each sample...
Finished in 1 seconds.
----------------------------------------
Applying radiosity scale...
Finished in 0 seconds.
----------------------------------------
Building light transport for everything...
Finished in 11:21.
----------------------------------------
Normalizing transport weights...
Finished in 0 seconds.
----------------------------------------
Seeding sky light...
Finished in 0 seconds.
----------------------------------------
Radiosity bounce 1...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 2...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 3...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 4...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 5...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 6...
Finished in 1 seconds.
----------------------------------------
Finding lightmap bleeding...
Finished in 0 seconds.
----------------------------------------
Building final lightmaps...
Finished in 24 seconds.
----------------------------------------
Calculating ground lighting for static models...
Finished in 0 seconds.
Light grid sample point file 'C:\Program Files (x86)\Activision\Call of Duty 4 -
 Modern Warfare\raw\maps\mp\mp_jumpk.grid' not found.
Vis cache logfile 'C:\Program Files (x86)\Activision\Call of Duty 4 - Modern War
fare\raw\maps\mp\mp_jumpk.vclog' not found; using static model origins only.
Using 10788 grid points from grid logfile 'C:\Program Files (x86)\Activision\Cal
l of Duty 4 - Modern Warfare\raw\maps\mp\mp_jumpk.grid_auto'.
Excluding 5342800 grid points from grid logfile 'C:\Program Files (x86)\Activisi
on\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_jumpk.grid_not'.
----------------------------------------
Calculating light grid...
Finished in 1 seconds.
----------------------------------------
Quantizing light grid colors...
----------------------------------------
Improving quantization...
Finished in 0 seconds.
----------------------------------------
Encoding light grid...

Entire light compile finished in 11 minutes 57 seconds
.
.
###########################################

                       DONE
###########################################

.
.
Press any key to continue . . .
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TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Jul. 10, 2015 08:38 am
Too much Lightmap errors. You need to fix that. Select the patch you have lightmap error on, press Shift+L, then S, and LMap (or what ever you need to fix lightmap).
Remember to check Lightmap every time you make a patch.

Or what you can do is simply remove (prefabs / fallujah / bldgs / city_ construction . map) from your map.
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