Forge lighting...problems

So ive been working on a few maps and i keep getting this happening, to where ive got a map closly built or nearing perfection, and then generateing lighting stops working, i then have to carefully figure out which items i can spare.
The main problem im having with this is its not item limit specific, Meaning its not determined by the amount of objects because i can be placing an object down And hit the generating lighting error, then delete 10 objects, place 3 objects down and then it does it again…I cant forge like that

Not that im not willing to learn forge, ive been patiently dealing with magnets and cooridants and the lack of precision editing…but i cant deal with being 3 4th done with a map and it stops functioning…

Same here, on the hunt for solutions… will post back.

> So ive been working on a few maps and i keep getting this happening, to where ive got a map closly built or nearing perfection, and then generateing lighting stops working, i then have to carefully figure out which items i can spare.
> The main problem im having with this is its not item limit specific, Meaning its not determined by the amount of objects because i can be placing an object down And hit the generating lighting error, then delete 10 objects, place 3 objects down and then it does it again…I cant forge like that
>
> Not that im not willing to learn forge, ive been patiently dealing with magnets and cooridants and the lack of precision editing…but i cant deal with being 3 4th done with a map and it stops functioning…

There is a budget that we are all used to.

Then there is a “lighting budget” you can’t see this budget, but it’s there.

Certain Structure pieces are more demanding to cast shadows for than others. I found that by deleting a couple “window coliseum” I was able to add 10 more Structure pieces without breaking the dynamic lighting.

Sets to be aware of when trying to keep lighting intact.
>buildings
>Decorative
>any highly detailed piece that is also large (by detail, I mean lots of geometry to make it’s shape)
>any piece that uses alpha maps (the transparent “glass” looking components)

If you can’t avoid breaking the lighting system, you can control how it breaks.
If the majority of your pieces are solid, light will disappear on objects too far away.

If the majority of your pieces are glass (see through) then Shadows will disappear on objects too far away.

On impact, I found the “light breaking budget” to be somewhere between 5000 and 7000, it depends what you have in your scene.

I hope this helps :slight_smile: