Texture lighting issue
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Re: Texture lighting issue
Posted by Spartan on Wed Oct 27th at 10:00pm 2004


I am working on a map and I wanted to make a few textures a little bit brighter. I went into my lights.rad and increased the brightness on the textures I wanted. The brightnesses were increased to 12000. I then compiled the map but the brightness of the textures were still the same as before the change. I checked the compile log and everything is fine. Why won't it change the brightness?



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Re: Texture lighting issue
Posted by Orpheus on Wed Oct 27th at 10:08pm 2004


? quoting Spartan 34
I am working on a map and I wanted to make a few textures a little bit brighter. I went into my lights.rad and increased the brightness on the textures I wanted. The brightnesses were increased to 12000. I then compiled the map but the brightness of the textures were still the same as before the change. I checked the compile log and everything is fine. Why won't it change the brightness?

possible cause's..

1)light values in textured lights are not the same as entity lights.. increasing them by only a few 1,000 will not make much of a difference..

try increasing it in 5,000 increments.

2) you re-set a close texture, but not the one you wanted.. check the spelling.

[addsig]




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Re: Texture lighting issue
Posted by fishy on Wed Oct 27th at 11:51pm 2004


Spartan, your question looks like it's the texture that you want to look brighter. I dont think this can be done.

If you just want to illuminate the surrounding area more, make sure the lights.rad file that you're editing is the one that's in the same folder as your compile tools.

[addsig]




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Re: Texture lighting issue
Posted by omegaslayer on Thu Oct 28th at 12:30am 2004


Place a light entity or a spot light with the axsis tilted up under it for both reasons adressed by orph and fishy. [addsig]



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Re: Texture lighting issue
Posted by Hugh on Thu Oct 28th at 12:39am 2004


Increase the RGB amounts on your textures proportionally, so a 64 128 128 would change to a 128 255 255. [addsig]



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Re: Texture lighting issue
Posted by Spartan on Thu Oct 28th at 7:12pm 2004


Your all wrong. Orph came the closest. I changed the lighting by almost 7000. Then took before and after pictures to see if there was a difference and it was the same. Also I checked the names and I changed the correct texture.



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Re: Texture lighting issue
Posted by Orpheus on Thu Oct 28th at 7:17pm 2004


? quoting Spartan 34
Your all wrong. Orph came the closest. I changed the lighting by almost 7000. Then took before and after pictures to see if there was a difference and it was the same. Also I checked the names and I changed the correct texture.

hmm, if you altered it by 7,000 there should be some difference.. assuming you altered the correct lights.rad and texture..

i rarely altered the lights.rad, but it always worked.. you certain you changed the correct file? search for others, rename them to something else and be sure there is only one in your tools folder.. i accidentally had two in there once, the folder gets full sometimes.

[addsig]




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Re: Texture lighting issue
Posted by Spartan on Thu Oct 28th at 7:27pm 2004


there is only one in the folder.



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Re: Texture lighting issue
Posted by Orpheus on Thu Oct 28th at 7:36pm 2004


? quoting Spartan 34
there is only one in the folder.

ok, then.. are you sure you picked a color? i mean .. well i dunno what i mean, but an increment of 7,000 should be noticed..

try this.. edit another texture.. replace the one you have in the map and try again.. or better yet, make a small test map, one that will compile in moments and do the altering there...

i have heard, some texture names, cannot emit light.. maybe its one of them

[addsig]




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Re: Texture lighting issue
Posted by Spartan on Thu Oct 28th at 7:58pm 2004


I made a test map and the texture emits the light fine but the brightness never changed even after I made the 7000 difference.



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Re: Texture lighting issue
Posted by Orpheus on Thu Oct 28th at 7:59pm 2004


post the setting here, i wanna see it..

you know.. 128 255 0 7000 or whatever

[addsig]




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Re: Texture lighting issue
Posted by Spartan on Thu Oct 28th at 8:09pm 2004


ayumi_light1 20 216 172 12000



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Re: Texture lighting issue
Posted by Orpheus on Thu Oct 28th at 8:14pm 2004


? quoting Spartan 34
ayumi_light1 20 216 172 12000

what color is those numbers supposed to represent?

some colors like red or blue, have very subtle light level distinctions when changing the brightness..

did you turn it up to say 24000 or 35000 just to see what happened?

there are exceptionally high numbers though, couldn't hurt to do it.

[addsig]




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Re: Texture lighting issue
Posted by Tracer Bullet on Thu Oct 28th at 8:57pm 2004


I see two courses you can take.

1) Try changing the color, as this will be very obevous. This will tell you difinitivly whether the text file you are editing is having any affect.

2) Create a new text file "mapname.rad" in the same folder as your .map file, and enter the TexL values you want there. Recompile and I bet it will work.

[addsig]



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Re: Texture lighting issue
Posted by G.Ballblue on Thu Oct 28th at 9:50pm 2004


? quoting Orpheus
? quoting Spartan 34
ayumi_light1 20 216 172 12000

what color is those numbers supposed to represent?

some colors like red or blue, have very subtle light level distinctions when changing the brightness..

did you turn it up to say 24000 or 35000 just to see what happened?

there are exceptionally high numbers though, couldn't hurt to do it.

20 216 172 = cyan

[addsig]




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Re: Texture lighting issue
Posted by Andrei on Fri Oct 29th at 8:24am 2004


Insert the wall with the texture into a func_wall.Add a specific _minlight and give it about...erm 5 (depending on how bright you want it). [addsig]



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Re: Texture lighting issue
Posted by Pvt.Scythe on Fri Oct 29th at 1:24pm 2004


What text editor you're using? The problem could be in missing TAB presses as some texture editors turn TAB's into SPACEs...

[addsig]




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