Lighting

LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
edited June 2003 in Mapping Forum
<div class="IPBDescription">texlights?</div> Hey I think i've heard a little about this before but I'm not quite sure. Anyway, is there a way to have the compiler automatically generate light sources from light textures? Or do you just have to put in every light by hand (which is fine with me cause I like doin it that way)?

Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    In order to make a texture emit light, add it to your lights.rad file with the appropriate light settings, and then compile with that file.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Where does that lights.rad file go? In with the compile tools, or in worldcraft directory?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    look where your standart lights.rad is located. if you would read other forums: it has allready been answered in the past days...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <a href='http://www.btinternet.com/~chromea999/NS/nslights.rad' target='_blank'>This RAD file</a> containas all the standard HL and NS light textures
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    Texture lighting as a hell of a lot easier, though it does add a little to compile time. I would suggest that you only use the provided lights.rad file as a reference, and change the values to suit your specific map. I personally think texture lighting looks incredibly more realistic, and can add to greatly to the atmosphere of your map. The only problem with using texture lighting exclusively is that vents are hard to light correctly. You either leave them dark (with maybe a few lights along the way for long ones), or spend a lot of time compiling the map again and again, trying to get the vent lights perfect.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Chrome, did you make these light entries your-self or are they kinda 'official'?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited June 2003
    I made it myself, but it's the only NS specific lights.rad that is hosted anywhere (The link has been in the Quick Start Guide for a very long time). All the NS lights listed in the file have been tested and tweaked to make sure they look right.

    MasterShake is right, don't be afraid to change it specificlaly for your map.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    edited June 2003
    Thx everyone I got it workin, I'll be fiddling with lights.rad

    edit: Even better, I think I'll just use the info_texlights entity.
  • DFA_HaploDFA_Haplo Join Date: 2003-01-21 Member: 12537Members
    Is there a way to do this with QuArK? I have looked all over for a lights.rad file and cannot find it. Nor do I see the info_textlights entity. This may be a hammer only but surely there must be some way to do it in QuArK.

    Im also asking in the QuArK forums too looking for the answer I will post it here If they respond first.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    it has nothing to do with what editor you're using, just stick it in the directory where your compile tools are
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    no, watch.me.die. There are now several ways to do texlights:
    1. lights.rad
    2. mapname.rad
    3. info_texlights entity (Hammer)
    4. in QuArK there is a .rad-file builder.

    The QuArK thing was done by Decker back in August of 2001. Who never noticed it doesn't know QuArK very well ;-)
    Anyway - to use it click on the button that holds the duplicators and shape builders and such. There is a sub-menu called game-specific and there it is: "Half-Life .RAD File Maker"
    You can chose wether to overwrite the lights.rad or mapname.rad. That is why there is no need for an info_texlights in QuArK <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DFA_HaploDFA_Haplo Join Date: 2003-01-21 Member: 12537Members
    Thanks Nerd.

    I am still trying to learn about everything QuArK has to offer. Its just so advanced and everytime I turn around a new version is released. Im still trying to figure out how everything works from QuArK 4.0 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    So now I'll go play around with this rad builder.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin--NerdIII+Jun 3 2003, 05:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jun 3 2003, 05:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no, watch.me.die. There are now several ways to do texlights:
    1. lights.rad
    2. mapname.rad
    3. info_texlights entity (Hammer)
    4. in QuArK there is a .rad-file builder. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What I meant was that the rad file or info_texlights itself is still editor-independant, it depends upon the compile tools.
  • BzmSuicidalBzmSuicidal Join Date: 2002-11-06 Member: 7305Members
    This might sound silly but i was using a few tex lights for a tfc map...

    My compile time went from 2 mins to 37 mins....for a very basic (couple of rooms) maps...

    Also found my vis matrix sky rocket'd from about 0.7 megs to 5 megs (not that thats a problem yet...coz i have a map before with vis of 250 megs...

    is this normal for such an increase in vis and compile time (again) not that compile time matters to me
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