Lights.rad Not Used By Hlrad?

CedricCedric Join Date: 2003-02-26 Member: 14027Members
<div class="IPBDescription">not used -> no light. stupid (me)</div> Hello out there,

i was just reading the thread "lights.rad". I have a problem with that as well, but as mine seems to be a different issue i decided to create a new topic.

In almost every copy of compiler-logs i can see the following line:

"[Reading texlights from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']"

I do not get this line while compiling my maps. And, as you might imagine, texture lights do not work :/
I am now sure the compiler does not use the lights.rad
What do I have to do to make the compiler aware that little me does like to use texture lights as well? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

Any help appreciated

Cedric

PS: anyone interested in impoving my english is hereby encouraged to post corrections <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (i am from germany)

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    add command -light <yourradfile.rad>
  • CedricCedric Join Date: 2003-02-26 Member: 14027Members
    thanks a lot, uffo!

    I'll give it a try as soon as I am at home. 4 hours till then...

    Cedric
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    There's also an entity supported by 1.7 that lets you set texture lighting while editing the map. It's called info_texlights, and it's in the 2.0 fgd. The editing is in the same style as .rad files, you just have to add keyvalues.
  • CedricCedric Join Date: 2003-02-26 Member: 14027Members
    Yeah! It does work now! Not directly, I had to use the complete path to lights.rad:

    $path\$file -lights "D:\Programme\Valve Hammer Editor\tools\lights.rad"

    (quotation marks had to be used because of the spaces in the directory)

    Nice! The edges of shadows thrown by texture lights seem to be much smoother than those of entity lights <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I also gave the "info_texlights" a try but was not able to add any entries there. have to read some more, as I have no clue what the buttons "copy" and "paste" *try* to copy...

    anyhow, thanks for your help! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Cedric
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    to make it work without having to put in the path, place the lights.rad in the same directory that the .map/.rmf is in.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--Cedric+Sep 5 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cedric @ Sep 5 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I also gave the "info_texlights" a try but was not able to add any entries there. have to read some more, as I have no clue what the buttons "copy" and "paste" *try* to copy... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    To use info_texlights, you have to turn off SmartEdit and manually add the values.

    When you turn off SmartEdit, a couple of text boxes should show up on the right, along with the Add and Delete buttons. To add a texture, press Add. A new box will show up with spaces for Key and Value. The texture name goes in Key and the light values go in Value.
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