How Can I Setup My Textures To Emite Light ?
DouglasteR
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-->
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
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.
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 ?
Do a search for "overlay" if you don't know what they are or how to use them.
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.