Comments (12)
I'm still thinking you guys are absolutely retarded.
from linkermod.
This issue does not appear to be reproducible with the information you have provided. Can you provide an example of the KVs you are using?
from linkermod.
@SE2Dev Sure thing
"angles" "0 180 0"
"origin" "-319.0 321.0 162.0"
"def" "light_point_linear"
"radius" "300"
"_color" "1 1 1"
"intensity" "0.45"
"classname" "light"
None of them have primary checked off. So they should be marked secondary, right now they're all listed as primary and goes WAY over the limit
from linkermod.
Where are you encountering this limit? Is it from the game, cod2rad, etc.? What is the exact error you get?
Are those ALL of the KVs for that light?
Are most of the lights spot lights or point lights?
from linkermod.
This is a cod2map issue, "ERROR: ignoring primary light because max primary lights (255) exceeded" The lights are mostly linear points. It could be a cod2rad issue later if fixing cod2map makes it another issue but we'd have to get that far though
from linkermod.
What are the entity counts for your map (You can find these in radiant via Edit->Map Info).
from linkermod.
@SE2Dev Everything http://prntscr.com/bf8r9q
from linkermod.
Could you send me the *.d3dbsp file for the map?
from linkermod.
Would you like it after cod2rad or just after cod2map?
from linkermod.
After cod2map but before cod2rad
from linkermod.
Building now, you'll notice a slight change in info compared to the map info as I have a hide layer on until @Nukem9 can maybe sort out that max verts issue :)
from linkermod.
You have 692 lights which are not primaries, and 265 lights that are primaries.
You've exceeded the engine limit, and will need to delete ~15 primary lights.
from linkermod.
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from linkermod.