Help The Nubbeh

nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
<div class="IPBDescription">info_texlights</div> Ok, I have the new compiling tools and wanted to try out the textlights thing, but basically it wont work. I have the info_texlights entity and the func_illusionary set to additive that i want to glow *the fx tex* but nothing is happening with the values I input into the info_texlights. Can anyone help me?

ND

The current state...

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    The values from info_texlights are used when you compile your map. Are you saying that they're having no effect in the compiled map?
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Yes once I run the map I get the error couldnt init info_texlights

    What values do I need in the propeties to make this work?

    ND
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited October 2003
    the info_textlights is not nessecary for your map to have texture lighting.
    if you add -lights <file> to your rad command line, you will use the values in <file>
    create it as a text file. change teh extension to .rad
    example contents:
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    LGHT1234       225 150 150 100
    my_TEXLIGHT  100 100 255 100

    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    <texname> R G B brightness
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    'Couldn't init info_texlights' is ok, it's just happening because info_texlights is only used by the compiler, and not by HL. You can safely ignore this error.

    Confused!: The whole point of using info_texlights is to not have to make a separate .rad file, and then specify it for the compiler. Info_texlights will be detected, and the values in it will be used. Another reason to use it is to have independent light values for each map.
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    now Im confused, it wont run my RAD file now that i have added the lights lights.rad extension to it :S

    ND
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Ok I got the rad to work but still a nogo on the texture lighting, I will keep trying though.

    ND
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    don't forget that the lights.rad needs to have entries to be any use. You can check at <a href='http://nsworld.ns-central.co.uk/Main.php' target='_blank'>http://nsworld.ns-central.co.uk/Main.php</a> in the mapping guide for an updated lights.rad that includes the textures for ns.wad. (you're on your own for ns2.wad, although finding a texture you like the values of from ns.wad and copying is a good way to start) Copy that file over the lights.rad that you're using for your compile.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited October 2003
    info_texlights only works on zhlt/mhlt or cagey's version of the tools. If you are using an fgd built with those compilers in mind, but you are still using the default half-life compilers, then the old ones wont know what the hell it's supposed to do with an info_texlights.

    The reason you are getting a "couldn't init info_texlights" error is because the entity wasn't deleted during the compile. The reason it wasn't deleted is because the compiler had no freakin idea what the hell that entity was...

    EDIT: Sorry, you DID mention having new tools... I missed that the first time... Have you set em up correctly in your editor/batch compiler?
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Ok Nsworld is messed up anywhere else for the file? Plus is there any specific place I need the lights.rad to be so I can use it?

    ND
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--Revenge+Oct 9 2003, 01:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 9 2003, 01:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The reason you are getting a "couldn't init info_texlights" error is because the entity wasn't deleted during the compile. The reason it wasn't deleted is because the compiler had no freakin idea what the hell that entity was...

    EDIT: Sorry, you DID mention having new tools... I missed that the first time... Have you set em up correctly in your editor/batch compiler? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The tools don't delete info_texlights during the compile process. I don't think doing so would have any effect- since HL doesn't know what to do with it, it is disregarded at runtime.
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    <!--QuoteBegin--nightdragon+Oct 9 2003, 04:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nightdragon @ Oct 9 2003, 04:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok Nsworld is messed up anywhere else for the file? Plus is there any specific place I need the lights.rad to be so I can use it?

    ND <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't know why NSWorld is messed up for you but try <a href='http://www.btinternet.com/~chromea999/NS/nslights.rad' target='_blank'>clicking here.</a>
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    edited October 2003
    Okie dokie then, right. Now I need to know:

    1. Where the lights.rad file needs to be place *where my maps are compild or where the compilers are held*
    2. Where I need to add the lights lights.rad extension, as putting it onto the actua; shortcut in WHE itslef makes the RAD not even compile.

    ND

    P.S. Sorry for not knowing this stuff :S, but Id prefer a texlights to simply adding a light.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    the rad file can be any where but you need run HLRAD witha command line switch( ie add "-light <drive/folder/file name>
    in my case this is
    Command line: D:\hammer\hlrad.exe -lights "F:\my documents\maps\nslights.rad"
    the file can be anywhere as long as teh compiler is told where to look for it.
    also <a href='http://http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=33707&hl=tex+lights' target='_blank'>here</a>here is another thread of similar content
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    If you use info_texlights, you won't have to mess with the lights file. Just put in the light entries as they would appear in the .rad file, with the texture name as the key, and the values as the value.

    If you're using overlays, make sure to put in the entry for the overlay texture, and not the normal texture.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    edited October 2003
    1) Try higher values, texlights generally need very high numbers on the brightness.. 100 might be so low you can't see it in-game.

    2) Have you checked your compile log to see if it is parsing the texlights (both info_texlights and rad files) correctly?

    you can drop lights.rad in the same dir as your compile tools and it will be included in the compile automatically
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Oh my dear god, guess what. Such a simple mistake to make, and I made it, my func_illusionaries fx_amount was set to 0. *Slaps Self* So the tgexlight worked all along, I just couldnt see it when my entities were invisible

    ND
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    /me hands nightdragon a brick wall to band his head on....

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SannainSannain Join Date: 2003-09-24 Member: 21156Members
    U better not do the same when ur doing our map.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I'd probably do the same anyway, I dont even no how 2 use it, only slightly the old UnrealEd program <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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