How Can I Setup My Textures To Emite Light ?

DouglasteRDouglasteR Join Date: 2003-11-18 Member: 23157Members
<div class="IPBDescription">.RAD explanations ?? Help :( !</div> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> First of all thanks for help me , i was sawing some maps thats , the textures emites light , its called .rad extensions , but i cant find any usefull information of how it works !!

If anybody can help me i will apreciate

Then i will post pics of my map NS_Asteroid <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Here's a VERC tutorial: <a href='http://collective.valve-erc.com/index.php?doc=1037470021-37580600' target='_blank'>http://collective.valve-erc.com/index.php?...470021-37580600</a>
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    edited January 2004
    There's a file called, lights.rad in in your tools folder.

    Add the name of your texture in that file, and add the light RGB V, to that file and your texture will light up.

    The V is the light intensity.

    Here is an example:

    mycustomlight 64 24 255 2000

    When you open it, you'll see a couple of lighted textures there to give you an idea.

    In that same folder, there is a valve.rad file that has more textured lights--check those out.
  • DouglasteRDouglasteR Join Date: 2003-11-18 Member: 23157Members
    edited January 2004
    Thanks guys

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

    But the Texture itself it too muc Lighted !!

    There anyway to dark a bit the texture ? Whitout compromise the light ?
  • DouglasteRDouglasteR Join Date: 2003-11-18 Member: 23157Members
    There a pic of it <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
    1.jpg 117K
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    You can either use overlays or darker textures.

    Do a search for "overlay" if you don't know what they are or how to use them.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    dont use overlays. shure, hey look kickass but you will reach the entity limits sonn so better forget this. the best way to fix the seem is, like said abouve, to darken the texture itself. pure black doesnt emit light ^^. the darker the texture surrounding the lightsource, the better it will look. but if you are as lazy as me, dont having any time to change hundrets of
    lines of light.rad of even change the texture: "overscale" lightsources so only the source itself will be the actual texture and the "borders" will be dropped.

    <img src='http://mitglied.lycos.de/centercross/ns_source/marinestart_20.jpg' border='0' alt='user posted image'>

    but I did it not too good. you can still see small parts of the border. (item #341 on my maps "to fix it"-list) but if done right, the light emitting textures wont look wrong in the place, although the wall is flat. usually "fitted" light textures force the mapper to change the architekcture so the lights doesnt look wrong.
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