<div class="IPBDescription">Is their an ns one?</div> Has anyone made a lights.rad file for ns textures?? I don't reall want to go through all the textures and set this as the colors that look right etc.. That just takes too long. Anyone got one?
No one's made one for public distribution since every mapper to date has set them up specifically for their map only. If one person uses a texture for accent lighting and another uses it for main lighting then they can't share the same RAD file settings.
SpoogeThunderbolt missile in your cheeriosJoin Date: 2002-01-25Member: 67Members
Minor correction. Chromeangel set up a .RAD file for his quick start guide. I haven't dug through it lately so I'd guess it doesn't include the NS2 textures.
Here's the <a href='http://www.btinternet.com/~chromea999/NS/nslights.rad' target='_blank'>LINK.</a>
To be honest, make your own. I'm positive i use different and custom textures in my lights.rad than other people do. And i'm sure other people use ones i don't.
I just adjust mine every time i spot a texture i want lit.
I have made them before an all. I just am being lazy and don't wanna make them agian. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--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-->Spooge Posted on Feb 4 2004, 11:31 AM Minor correction. Chromeangel set up a .RAD file for his quick start guide. I haven't dug through it lately so I'd guess it doesn't include the NS2 textures.
Here's the LINK. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I looked at his, and the lights i wanted wern't even in it... Some of the generic ones were.... but i ended up changing them anyways. It is really dependant on the mapper/map.
but noone did one for the ns2.wad <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> much work to do if you are using a complete new set of textures...
This is the one I use if it helps. It has a lot of the hl and ns wad lights in it and some of the ns2 lights that I've been using. Of course they are all right. Most mappers make their own. I also use a lot of point lights for my levels.
j/k, although point lights add to your entity limit, ya know... I havent even did an entity count on my last may (see sig), its prolly outrageous.... and i used all point lights.
<!--QuoteBegin-ShenTraX+Feb 5 2004, 06:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Feb 5 2004, 06:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> point lights are bad.... bad monkey....
j/k, although point lights add to your entity limit, ya know... I havent even did an entity count on my last may (see sig), its prolly outrageous.... and i used all point lights. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Wrong, they are included just for the compilers use when calculating the lighting. All unnamed pointlights are then removed. It's only the named pointlights that are turned on and off or have the different flashes that count toward the limit.
<!--QuoteBegin-Mapping Guidlines+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mapping Guidlines)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The guidelines limit the runtime entity count for a map, but this number isn't the same as the entity count displayed by an editor. The following entities that are removed when the map loads can be ignored for the purposes of this limit: info_player_start info_team_start info_location info_null light without any "targetname" (Name in Hammer's object dialog) light_spot without any "targetname"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Appendix_B__Counting_Entities' target='_blank'>http://www.natural-selection.org/Mapping_G...unting_Entities</a>
Not allways, texture lights have their own problems. I often use light entities to illuminate monitors. A bit easier sometimes than making func_illusionarys.
what does it mean when it says "Warning: Duplication of texlight '+0~LIGHT6A150' in file 'C:\maps\lights.rad'!" which it does for all and so they don't give off light
<!--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-->Josemite Posted on Feb 5 2004, 02:00 PM what does it mean when it says "Warning: Duplication of texlight '+0~LIGHT6A150' in file 'C:\maps\lights.rad'!" which it does for all and so they don't give off light <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
guesses:
1. Its in the lights.rad file twice 2. you have it in the lights.rad, and you are using the nslights.rad also, and both have it
Comments
Here's the <a href='http://www.btinternet.com/~chromea999/NS/nslights.rad' target='_blank'>LINK.</a>
I just adjust mine every time i spot a texture i want lit.
Thanks though.
Minor correction. Chromeangel set up a .RAD file for his quick start guide. I haven't dug through it lately so I'd guess it doesn't include the NS2 textures.
Here's the LINK.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I looked at his, and the lights i wanted wern't even in it... Some of the generic ones were.... but i ended up changing them anyways. It is really dependant on the mapper/map.
-Shen
j/k, although point lights add to your entity limit, ya know... I havent even did an entity count on my last may (see sig), its prolly outrageous.... and i used all point lights.
j/k, although point lights add to your entity limit, ya know... I havent even did an entity count on my last may (see sig), its prolly outrageous.... and i used all point lights. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wrong, they are included just for the compilers use when calculating the lighting. All unnamed pointlights are then removed. It's only the named pointlights that are turned on and off or have the different flashes that count toward the limit.
<!--QuoteBegin-Mapping Guidlines+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mapping Guidlines)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The guidelines limit the runtime entity count for a map, but this number isn't the same as the entity count displayed by an editor. The following entities that are removed when the map loads can be ignored for the purposes of this limit:
info_player_start
info_team_start
info_location
info_null
light without any "targetname" (Name in Hammer's object dialog)
light_spot without any "targetname"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.natural-selection.org/Mapping_Guidelines.html#Appendix_B__Counting_Entities' target='_blank'>http://www.natural-selection.org/Mapping_G...unting_Entities</a>
you're right, i was thinking of the spotlight without target...
Texture lights are a bit cooler...
Its Zazi <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> runnnn
what does it mean when it says "Warning: Duplication of texlight '+0~LIGHT6A150' in file 'C:\maps\lights.rad'!" which it does for all and so they don't give off light
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
guesses:
1. Its in the lights.rad file twice
2. you have it in the lights.rad, and you are using the nslights.rad also, and both have it