Self-Quoting sucks, but anyway: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ok, now a little hint: use Texlights, means: create (or edit an existing) lights.rad and add lines like the following:
mytexture <r> <g> <b> <value>
where mytexture stands for the name of a texture that should be a light (like these panel-light you used), <r> <g> <b> are the red/green/blue shares of the light (each a value between 0 and 255, where 0 means 0 and 255 full color, 255 255 255 would be white, 255 192 64 would be something orange/yellow), and value is the brightness, but you have to use an approximately 10-times higher value than for a light-entity. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Save the lights.rad in the folder where your compile-tools are saved.
These Settings are for the panel_lights you also used <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Just as a pointer (this should be obvious) dont apply textures lighting to a wall texture, it will look uber strange, only apply texture lights to <i>lights</i>.
<!--QuoteBegin-Jean Luc Picard+Mar 15 2004, 11:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ Mar 15 2004, 11:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How do YOU guys make texturelighting? Tell me as if I had JUST downloaded VHE/NS/STEAM and just set it up for basic mapping (aka, total nub) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well how do YOU use it? You aren't using it on walls are you?!
Basicly put a lighttexture, get an overlay over it if there is one. And give that overlay or the texture a value in light.rad.
You don't need to use entities for texture lighting... well, not in the way I do it.
You simply, go to lights.rad, type in the texture name, and then type in the light values, then the texture will emit those values. It looks far better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
Seriously, it's too dark and get some more detail.
Use texturelightning.
How do I get Texture LIghting to work? *retrieves his lights.rad file* stupid thing has me trying to make walls glow and such...
How do YOU guys make texturelighting? Tell me as if I had JUST downloaded VHE/NS/STEAM and just set it up for basic mapping (aka, total nub)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ok, now a little hint: use Texlights, means: create (or edit an existing) lights.rad and add lines like the following:
mytexture <r> <g> <b> <value>
where mytexture stands for the name of a texture that should be a light (like these panel-light you used), <r> <g> <b> are the red/green/blue shares of the light (each a value between 0 and 255, where 0 means 0 and 255 full color, 255 255 255 would be white, 255 192 64 would be something orange/yellow), and value is the brightness, but you have to use an approximately 10-times higher value than for a light-entity. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Save the lights.rad in the folder where your compile-tools are saved.
Use a new line for each texlight.
Some settings from my current lights.rad:
light_panel02 255 200 64 750
light_panel03 8 96 256 350
light_panel04 255 64 64 250
light_panel06 200 200 255 500
These Settings are for the panel_lights you also used <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Of course you have to add some more lights ;D
Well how do YOU use it? You aren't using it on walls are you?!
Basicly put a lighttexture, get an overlay over it if there is one.
And give that overlay or the texture a value in light.rad.
Can you show me some screenshots of WHAT you are talking about? I hate to sound stupid... but I honestly haven't a clue 0o"
I understand putting the values in the lights.rad file... but what entity do I use... what oh... hold it
Entity Used:
VHE Entity Values to change:
Lights.RAD info to add to file
You simply, go to lights.rad, type in the texture name, and then type in the light values, then the texture will emit those values. It looks far better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
0o" I was hoping to have certain parts better lit than others... 0o" OH well, I'll give it a go!