Textured Lighting

BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
Ok, ive been having this problem ALLLL day long.

what is the command for the compiler for it to compile the custom rad file?

where do i put the rad file(s)?

what do i save the rad file as?



i already have my light texture names and numbers in the rad file, so i dont need to ask this one.



When i go into game the only lights that show up are the entity ones, and that is it.... someone PLEASE tell me so i can shut my mouth and get back to finishing this map already <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    Put all your custom values in the lights.rad file in the VHE\Tools directory. The compilers use that file as default.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    ok well i did that, and nothing happens to the textures >_<



    light_newwhite 255 255 255 500
    light_panel03 0 191 96 500
    light_newblue 81 81 255 500
    light_newgreen 0 204 0 500
    light_newred 255 89 89 500
    shaftlights2 94 94 255 500
    light_gy03blue 81 81 255 500


    this is what i have in lights.rad

    the map still doesnt show lighted textures
  • The_CheatThe_Cheat It&#39;s a The Cheat&#33; Join Date: 2003-11-19 Member: 23191Members, Constellation
    edited March 2004
    What build of the compile tools are you using? Merl's custom build of ZHLT and XP-Cagey's modification of that should both be parsing texture lights from lights.rad by default.

    If nothing else, you can use an info_texlights entity temporarily until you fix the problem. Simply place the entity, turn off SmartEdit, and add each texture as its own "flag" in the entity. So, if you were adding light_newwhite, you would have the name of the value as 'light_newwhite' and the value as '255 255 255 500'.

    EDIT: Attached an image to explain what I just said.
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    In fact, the lights.rad file has to be in the same directory as the compile-tools, and the custom radfile, which has to have <mapname>.rad as name, has to be saved along with your .rmf/.map

    That should be it.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    actually it doesnt, i dont have mine in the same directory as the compile tools, if you use a batch compiler(which i highly recommend you do) then you just have to select the .rad file, and it doesnt have to be the same name as the map. Batch compilers really make life so much easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Also i dont know if it makes a difference but i usually have a few spaces between the texture name and the light value??

    moconnor
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    alright thanks a lot you guys. and where can i get batch compilers?

    ns_ghost 25% done ^_^ gonna post some screenies after i put in the first hive
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    download page

    <a href='http://countermap.counter-strike.net/Nemesis/index.php?p=3' target='_blank'>http://countermap.counter-strike.net/Nemesis/index.php?p=3</a>

    moconnor
  • cascas Join Date: 2004-02-09 Member: 26327Members
    any 1 want to post there list of light stuff to save me and outhers tiem setign it all up its hard to see the names in hammer of the texure somtimes <!--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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