Has anyone ever had that error before? It is spit out during the compile process of lightstage in GTKRadiant 1.2.1, fully displayed it says:
******ERROR******
Mesh lightmap miscount (0) (7 != 0 || 6 != 0)
Interestingly only 1.2.1 gives out that error and refuses to create light in the respective map, GTK Radiant 1.5.0 doesn't report any problems and finishes the -light stage (after a -vis compile, no -fast with that) but after loading that 1.5.0 done map in Quake 3 there's been no light whatsoever; just a full bright map as if there were never any light entities compiled before.
Copying the whole map into a new map, saving and compiling again didn't help; neither did choosing any of the other light options (-light -extra, -light -fast and so on), I finally got rid of that version and compiled an older one that still worked without much of a problem. Still I'm interested in that strange error.
******ERROR******Mesh lightmap miscount
******ERROR******Mesh lightmap miscount
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
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Re: ******ERROR******Mesh lightmap miscount
What version of q3map/qmap2 were you using?
Re: ******ERROR******Mesh lightmap miscount
Um...yeah... this is quite embarrassing: it's q3map and bspc dating back to 2nd of May 2008 (there's not even a definite version information included, at least I can't find it anywhere) and these two .exe-files were shipped with GTK Radiant 1.2.1 from 23rd of January 2002 (built by TTimo); too old, I know and nobody should be using these executables anymore but still it's a possible hint to explain another error message. Plus, with this same error obviously still alive but NOT DISPLAYED anymore, it was also impossible to compile the light stage of this bugged map in GTK Radiant 1.5.0 (2nd of March 2006) using q3map2 2.5.16, as there would be
just a full bright map as if there were never any light entities compiled before.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: ******ERROR******Mesh lightmap miscount
Oh yeah, that's the relevant part of the compile log:
Code: Select all
Setting up
Listening...
=== running BSP command ===
###PATH### -connect 127.0.0.1:39000 -light -extra "###PATH###test.map"
Connected.
Default game config: Quake III Arena
qdir: ###PATH###
gamedir: ###PATH###
VFS Init: ###PATH###
He who illuminated this, illuminate me.
----- Lighting ----
Extra detail tracing
2 threads
Script file ###PATH###scripts/shaderlist.txt was not found
Script file ###PATH###scripts/shaderlist.txt was not found
reading ###PATH###test.bsp
WARNING: Couldn't find image for shader textures/base_wall/glass01
WARNING: Couldn't find image for shader textures/skies/nightsky_xian_dm4
WARNING: Couldn't find image for shader textures/base_light/lt2_8000
0 light emitting surfaces
54855 gridPoints
82 point lights
0 area lights
82 total lights
0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (2)
115 x 53 x 9 = 54855 grid
82 total lights
0 culled lights
--- TraceLtm ---
0...************ ERROR ************
Mesh lightmap miscount (0) (7 != 0 || 6 != 0)
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.