Transparencies Give Off Light?
yutt
Join Date: 2002-11-16 Member: 8885Members, Reinforced - Gold
<div class="IPBDescription">How do I turn it off?</div> I have some func_wall's in a map I am working on, and all of those with any transparent colors, like {catwalk and {catrail-a, have some sort of ambient lighting that they give off. My settings for them so far are;
Render FX: Normal
Render Mode: Texture
FX Amount: 255
What do I need to do or change in order to keep these textures from glowing?
Render FX: Normal
Render Mode: Texture
FX Amount: 255
What do I need to do or change in order to keep these textures from glowing?
Comments
If they are giving off light, check lights.rad and remove them from the list.
If they are giving off light, check lights.rad and remove them from the list. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thanks for your reply.
Alright, I am not sure if by lights.rad you are referring to the custom .RAD file I made for the level, or the lights.rad file included with the Hammer Editor. In any case, I checked both and those textures are not listed.
What is the difference between the solid and texture settings? And would that affect lighting?
If they are giving off light, check lights.rad and remove them from the list. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ah ha. Changed them to solid and they look great.
Thank you very much for your help Eldritch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If they are giving off light, check lights.rad and remove them from the list. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ah ha. Changed them to solid and they look great.
Thank you very much for your help Eldritch. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not a problem, glad to help.
BiTMAP, I'm not sure I follow you...
There is no actual light being emitted, since nearby objects are not lit by the presence of the transparent object. This is why there are three different colours of glass in the halflife.wad, bright, medium and dark, since they're intended for use in different lighting situations. If you use the bright texture in a dark room, it looks like it glows, so use the dark one instead. Same for transparent liquids, use a darker texture if the room is darker.
4 years of HL mapping and im still learning stuff.. eh