Game Development Community

crashed torque engine during lighting calculation?

by Fleeky · in Artist Corner · 11/24/2002 (12:24 pm) · 3 replies

hi, im currently making a pretty large palace type level with a lot of detail brushes and omni lights that have a falloff of about 10-499,

i recently added a cornered arch hallway to it and it compiled just fine, but when the torque engine goes to calculate light it crashes.

have any idea why this might be ?

#1
11/24/2002 (12:40 pm)
Most likely a missing texture. But make sure you disassociate the arch maker from the brushes. Also see if cutting the lights back a litte might help.

Also you should get a head build of MAP2DIF. I haven't found anything I couldn't get in with it. I think they may have been making some changes.

Just some ideas no solution
Matt
#2
11/24/2002 (12:42 pm)
I can't say for sure in your case, but this sometimes happens when there are too many polys in an interior. Another thing to try is to put properly formatted portals to create zones within the palace. Perhaps one at each doorway, for example.

Also, make sure your palace has no leaks. If there is even just a single pixel opening, Torque checks each poly as to how it is supposed to be affected by the outside light.

Good luck. :)

Eric
#3
11/24/2002 (3:18 pm)
a couple questions,

is there a detail brush limit ?

sometimes even when i perfefctly match two things up i still get cracks in the geometry during map2dif compiling.

am i just not *perfectly* matching them up?

im going to try portals thanks for the tips.