this is something that is best done by yourself. usually different maps require different types of lightning, so there's no point using same rad file for each maps. it's fairly easy to create. just open notepad, type your light texture's name, color and light intensity and put every texture light on their own line. and then just save it as SUPERLIGHTS.RAD
better yet! there's a rad entity you can use with NS. it works just like the rad file, but with this you can easily setup new texture lights for each of your maps within the map file, so there's no need for external files (those rad files get lost really easy, if you wanna recompile your map after couple of years)
well, i was kinda hoping someone would have one on hand so i wouldn't have to mess with all that stuff and tweak everything to their necessary brightness/color values :P
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2009
<!--quoteo(post=1720759:date=Aug 5 2009, 04:35 PM:name=HairyPomegranate)--><div class='quotetop'>QUOTE (HairyPomegranate @ Aug 5 2009, 04:35 PM) <a href="index.php?act=findpost&pid=1720759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, i was kinda hoping someone would have one on hand so i wouldn't have to mess with all that stuff and tweak everything to their necessary brightness/color values :P<!--QuoteEnd--></div><!--QuoteEEnd--> You know, at some point you do have to edit the textures. The default settings can work, but most are set to work in a bright environment. For shadowy areas (read: not pitchblack), you have to tweak them some. Heck, I use more point lights then texture lighting anyway. they look more natural when used in a similar way that text lights work.
Putting them in pairs of two or four, close against the light textures. uffo has a good point as well! If you are using a light textures in your map, just go ahead and tweak/customize them for your map the moment you use it. It's not that much work :D heck my map's rad file only contains something like 10-20 light textures or something, don't be lazy :P
Anyways, this is a default (I think) rad file from the zhlt3.4 tools directory in my Hammer tools map (mostly HL textures I think, don't feel like checking) <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//lights.rad //Add any custom "Texture light" Values into the end of this file //Example - //custcompscn 255 255 255 1000 //This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness //Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind //when you are complieing your map
Well if you need some help in the creation of lights.rad files, I advise you to seek assistance from the much overlooked MSPaint. To find the color that I wanted my texture lights to be, I always followed some simple steps. <ol type='1'><li>Open up Paint. In Vista, simple go to start and search for "paint". I forget exactly where it's located in XP.</li><li>Double click on any color in the palette, which will pop up a small window called "Edit Colors".</li><li>At the bottom of the "Edit Colors" window, click "Define Custom Colors", which will expand the window horizontally.</li><li>Simply click anywhere in this new rainbowy box and it will display to you the values you need to type into the lights.rad file. However, be careful to use the <i>Red</i>, <i>Green</i>, and <i>Blue</i> values, <b>not</b> the <i>Hue</i>, <i>Sat</i>, and <i>Lum</i> values.</li></ol> It really is easier to just edit a lights.rad file on your own instead of trying to conform to another's file. And if you want another example, I released my map ns_stargate-nova as open source (which includes the .rmf file, .rad file, .map file, .log file, and more!), and you can get to the download on <a href="http://www.unknownworlds.com/ns/forums/index.php?showtopic=104460" target="_blank">this page</a> or by clicking my signature image.
I thought I grabbed a NS lights.rad from somewhere that defined a few extra textures that exist only in NS. Can't remember the directory now, though.
I strongly recommend NOT relying on a single light texture to light a region. Use as many as possible, and make sure there's some off-colored ones just to add a splash of color, even if their intensity isn't all that high.
This entity can act as a replacement for a lights.rad file, in that it simply resides within the map as a point based entity. The usefulness of this is that each map can have its own unique ambient lighting applied to it, and those settings will travel with the map and not affect any other maps.
Usage of the entity is much like that of the multimanager. To add an entry (take smart-edit off if you are using the Valve Hammer Editor/Worldcraft) and add key-value pairs in manually; the key should contain the name of the texture to apply lighting to, and the value a set of numbers representing the red green blue lumionsity(brightness) of the texture, just as you would in the lights.rad file.
The presence of this entity will not override the lights.rad file - both the values specified in this entity and the lights.rad file will be used by HLRAD.<!--QuoteEnd--></div><!--QuoteEEnd-->
This way got a lot good things, I think it is better :P
<!--quoteo(post=1721356:date=Aug 7 2009, 02:22 PM:name=Seker)--><div class='quotetop'>QUOTE (Seker @ Aug 7 2009, 02:22 PM) <a href="index.php?act=findpost&pid=1721356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I Suggest that you should use this instead of a rad-file
This way got a lot good things, I think it is better :P<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem with that entity is that it's a pain in the ass to add each individual light definition to it, and you have to remake it every time you want to make a new map.
Here's my nslights.rad. You'll have to custom define it in hlrad.exe, and hlrad will still use lights.rad, just stack these definitions on top of it. I think there's a few duplicate definitions, though I got rid of most of them.
Comments
it's fairly easy to create. just open notepad, type your light texture's name, color and light intensity and put every texture light on their own line. and then just save it as SUPERLIGHTS.RAD
for example:
texture1 255 100 100 1000
texture2 150 160 210 8800
texture3 200 200 200 5600
and so on...
better yet! there's a rad entity you can use with NS. it works just like the rad file, but with this you can easily setup new texture lights for each of your maps within the map file, so there's no need for external files (those rad files get lost really easy, if you wanna recompile your map after couple of years)
You know, at some point you do have to edit the textures. The default settings can work, but most are set to work in a bright environment. For shadowy areas (read: not pitchblack), you have to tweak them some. Heck, I use more point lights then texture lighting anyway. they look more natural when used in a similar way that text lights work.
Putting them in pairs of two or four, close against the light textures. uffo has a good point as well! If you are using a light textures in your map, just go ahead and tweak/customize them for your map the moment you use it. It's not that much work :D heck my map's rad file only contains something like 10-20 light textures or something, don't be lazy :P
Anyways, this is a default (I think) rad file from the zhlt3.4 tools directory in my Hammer tools map (mostly HL textures I think, don't feel like checking)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//lights.rad
//Add any custom "Texture light" Values into the end of this file
//Example -
//custcompscn 255 255 255 1000
//This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
//Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
//when you are complieing your map
+0~WHITE 255 255 255 100
+0~GENERIC65 255 255 255 750
+0~GENERIC85 110 140 235 20000
+0~GENERIC86 255 230 125 10000
+0~GENERIC86B 60 220 170 20000
+0~GENERIC86R 128 0 0 60000
GENERIC87A 100 255 100 1000
GENERIC88A 255 100 100 1000
GENERIC89A 40 40 130 1000
GENERIC90A 200 255 200 1000
GENERIC105 255 100 100 1000
GENERIC106 120 120 100 1000
GENERIC107 180 50 180 1000
GEN_VEND1 50 180 50 1000
EMERGLIGHT 255 200 100 50000
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
+0~LIGHT1 40 60 150 3000
+0~LIGHT3A 180 180 230 10000
+0~LIGHT4A 200 190 130 11000
+0~LIGHT5A 80 150 200 10000
+0~LIGHT6A 150 5 5 25000
+0~TNNL_LGT1 240 230 100 10000
+0~TNNL_LGT2 190 255 255 12000
+0~TNNL_LGT3 150 150 210 17000
+0~TNNL_LGT4 170 90 40 10000
+0LAB1_W6D 165 230 255 4000
+0LAB1_W6 150 160 210 8800
+0LAB1_W7 245 240 210 4000
SKKYLITE 165 230 255 1000
+0~DRKMTLS1 205 0 0 6000
+0~DRKMTLGT1 200 200 180 6000
+0~DRKMTLS2 150 120 20 30000
+0~DRKMTLS2C 255 200 100 50000
+0DRKMTL_SCRN 60 80 255 10000
~LAB_CRT9A 225 150 150 100
~LAB_CRT9B 100 100 255 100
~LAB_CRT9C 100 200 150 100
~LIGHT3A 190 20 20 3000
~LIGHT3B 155 155 235 2000
~LIGHT3C 220 210 150 2500
~LIGHT3E 90 190 140 6000
C1A3C_MAP 100 100 255 100
FIFTIES_MON1B 100 100 180 30
+0~LAB_CRT8 50 50 255 100
ELEV2_CIEL 255 200 100 800
YELLOW 255 200 100 2000
RED 255 0 0 1000
C14_LIGHT_BIG00 160 170 220 567
SUBWAY_LIGHTS 160 170 220 8000
grate_light_ury 160 170 220 8888
quaintLight1bar 160 170 220 8888
C14_LIGHT_null 160 170 220 200
comp_lights2 255 200 100 200
light_newblue 123 123 255 2222
C3A2_LIGHT 255 255 128 4567
hera_light1 0 128 255 2000
LITEPANEL1 160 170 220 4000<!--c2--></div><!--ec2-->
<ol type='1'><li>Open up Paint. In Vista, simple go to start and search for "paint". I forget exactly where it's located in XP.</li><li>Double click on any color in the palette, which will pop up a small window called "Edit Colors".</li><li>At the bottom of the "Edit Colors" window, click "Define Custom Colors", which will expand the window horizontally.</li><li>Simply click anywhere in this new rainbowy box and it will display to you the values you need to type into the lights.rad file. However, be careful to use the <i>Red</i>, <i>Green</i>, and <i>Blue</i> values, <b>not</b> the <i>Hue</i>, <i>Sat</i>, and <i>Lum</i> values.</li></ol>
It really is easier to just edit a lights.rad file on your own instead of trying to conform to another's file. And if you want another example, I released my map ns_stargate-nova as open source (which includes the .rmf file, .rad file, .map file, .log file, and more!), and you can get to the download on <a href="http://www.unknownworlds.com/ns/forums/index.php?showtopic=104460" target="_blank">this page</a> or by clicking my signature image.
I strongly recommend NOT relying on a single light texture to light a region. Use as many as possible, and make sure there's some off-colored ones just to add a splash of color, even if their intensity isn't all that high.
<a href="http://zhlt.info/entity-changes.html" target="_blank">http://zhlt.info/entity-changes.html</a>
<!--QuoteBegin-info_texlights+--><div class='quotetop'>QUOTE (info_texlights)</div><div class='quotemain'><!--QuoteEBegin-->info_texlights
This entity can act as a replacement for a lights.rad file, in that it simply resides within the map as a point based entity. The usefulness of this is that each map can have its own unique ambient lighting applied to it, and those settings will travel with the map and not affect any other maps.
Usage of the entity is much like that of the multimanager. To add an entry (take smart-edit off if you are using the Valve Hammer Editor/Worldcraft) and add key-value pairs in manually; the key should contain the name of the texture to apply lighting to, and the value a set of numbers representing the red green blue lumionsity(brightness) of the texture, just as you would in the lights.rad file.
The presence of this entity will not override the lights.rad file - both the values specified in this entity and the lights.rad file will be used by HLRAD.<!--QuoteEnd--></div><!--QuoteEEnd-->
This way got a lot good things, I think it is better :P
<a href="http://zhlt.info/entity-changes.html" target="_blank">http://zhlt.info/entity-changes.html</a>
This way got a lot good things, I think it is better :P<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem with that entity is that it's a pain in the ass to add each individual light definition to it, and you have to remake it every time you want to make a new map.
Here's my nslights.rad. You'll have to custom define it in hlrad.exe, and hlrad will still use lights.rad, just stack these definitions on top of it. I think there's a few duplicate definitions, though I got rid of most of them.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->hall_toplight 0 255 255 300
hall_toplight_3 183 255 255 800
hera_light1 171 208 231 400
light_strip1 249 238 174 300
light_strip2 213 63 13 300
light_strip3 239 238 218 600
light_strip3_lo 200 200 200 175
light_stripgrn 40 202 153 250
light_stripred 237 174 58 250
lights_round 249 238 174 200
lights_slanted1 249 238 174 200
lights_slanted2 249 238 174 100
nos_sublight1 234 234 234 140
nos_sublight1b 234 234 234 140
nos_sublight2 234 234 234 200
nos_sublight3 234 234 234 200
nos_walllite1 216 204 120 300
nos_walllite11 216 204 120 300
ns_light1 249 238 174 300
r25_droplight1 238 234 215 800
r25_light3 180 180 180 700
r6_light1 255 200 100 400
r6_light3 255 200 100 400
shaftlights 0 255 255 100
skylight 5 230 255 1000
subway_lights 22 209 180 300
trim_lab2light 47 236 111 300
wall_lab5_glow 255 255 400
wall_lab9lights 08 172 219 100
wall_lablight2x 55 200 100 200
wall_lablights 40 202 151 200
skkylite 255 255 255 1000
light_yg03white 255 255 255 500
light_yg02on 255 255 255 2500
+Achevron 255 0 0 200
e6v_light 255 255 255 1000
b064-01b_b 110 158 223 300
lig_064-05w 255 255 255 500
lig_064-05b 110 158 223 500
lig_128-05w 255 255 255 500
lig_b064-01r 228 184 185 300
light_newwhite 225 225 225 750
light_newblue 0 123 255 750
light_newred 255 0 0 750
light_newgreen 90 140 44 750
e6tinylight_ble 255 255 255 750
wrnjumppad_glow 255 255 255 100
C14_LIGHT_BIG00 160 170 220 567
SUBWAY_LIGHTS 160 170 220 8000
grate_light_ury 160 170 220 8888
quaintLight1bar 160 170 220 8888
C14_LIGHT_null 160 170 220 200
comp_lights2 255 200 100 200
C3A2_LIGHT 255 255 128 4567
hera_light1 0 128 255 2000
LITEPANEL1 160 170 220 4000
fx_screens01 71 239 201 150
fx_screens02 71 239 201 150
fx_screens03 71 239 201 150
fx_bluestrip 0 123 255 150
!WATERSILO 0 178 21 400
!WATERSILO3 0 123 255 25
e8tinylight_b 255 255 255 450
light_panel01 0 198 21 250
comp_bluestrip 0 123 255 150
comp_greenstrip 20 202 128 150
!HOTMETAL 255 150 0 250
~trm_lt1_grate 255 255 150 100
~trn_ns 255 200 50 50
+0~r25monitor 0 200 100 100
nos_fan2 255 255 255 500
scroll_smelt 255 150 0 250
circlight_ns 255 255 128 500
comp_lights 128 255 128 50
comp_monitors 128 255 255 10
comp_panel2 128 255 255 10
comp_panel3 128 255 255 10
comp_screen1 128 255 255 10
hall_toplight_3 40 60 150 3000
joinaliens_b 0 255 0 50
joinmarines_b 0 255 0 50
joinrandom_b 0 255 0 50
light_strip2 255 20 20 200
light_strip3 255 255 215 250
lights_round 255 255 200 300
lk_refractory 255 150 0 50
nos_sublight1b 200 200 200 40
observe_b 0 255 0 50
subway_lights 255 255 250 6000
testlight1 150 200 255 500
ven_newlight1 0 200 100 500
ven_newlight2 255 255 128 80
ven_newlight3 255 175 140 200
ven_newlight4 255 20 20 200
!lava1 255 150 0 250<!--c2--></div><!--ec2-->
Oh and I think every map needs a bit changed lightning to work out. =D