Lighting
LambdaProject
Join Date: 2002-02-20 Member: 230Members
<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
MasterShake is right, don't be afraid to change it specificlaly for your map.
edit: Even better, I think I'll just use the info_texlights entity.
Im also asking in the QuArK forums too looking for the answer I will post it here If they respond first.
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-->
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.
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.
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