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SW:JK3 Modding, Mapping and Editing
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Old July 16th, 2008   #1
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Default the solution to "failed to parse default light radius"

I will right now apologize if the solution is already known, but as far as I can tell, no one else knows it. Being very frustrated at my lack of having lights in any map, I went on a large search to find it, and here it is:
I created a caulk_nonsolid and set it at an unreachable spot in my map. I made it alone a func_group and gave it a key of light and a value of 5000. I then set a light where I wanted one, setting it to my desired value. The error "doom3lightradius: failed to parse...etc" did show up. But when I compiled my map with -light, the lighting worked. I tested with more lights, and it continued to work.
I hope this helps!
-Fox
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Old July 17th, 2008   #2
Raaargh!
 
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Default Re: the solution to "failed to parse default light radius"

I have the same problem . I think if you use a really quick build, the lighting screws up in game, but if you use the more advanced ones, it works out fine.
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Old July 17th, 2008   #3
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Default Re: the solution to "failed to parse default light radius"

Actually, my problem was also when I used a more advanced build. So it was like this huge thing to me when I discovered how to fix it =P.
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Old July 17th, 2008   #4
....what?
 
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Default Re: the solution to "failed to parse default light radius"

The quicker builds are for testing of the basic elements. Basically, there's a progression in which you're supposed to put things in - you add things to the map as each compile lists them, then use that particular compile for testing that element.

They work as a rough guide to the phases in which a map should be constructed.
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