Posted by Agent on Sun Aug 31st at 1:39am 2003
Posted by Agent on Sun Aug 31st at 1:46am 2003
Posted by Orpheus on Sun Aug 31st at 1:46am 2003
you have checked to ensure that said textures are indeed in the lights.rad file?
lights always work, when there are no errors, usually it boils down to human error, may it be overlooking something, or omitting it..
double check everything
[addsig]Orpheus
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Posted by Gollum on Sun Aug 31st at 11:48am 2003
Info_texlights is not an entity in normal Half-Life, but only in the mod. Spirit of Half-Life. I assume that you are using Spirit or a mod. based on it.
In order to get textured lights to function, you need:
- A file or entity that contains lighting information about the texture that you want to use.
Normally the lighting information is parsed from an external file, lights.rad. Texture lighting information looks like this:
TextureName Red Green Blue Intensity
For example, GENERIC87A 100 255 100 1000
The colours take values in the range 0-255, and the intensity is anything you like, though it must be much higher than entity light values; values of 5000 are common, and even 50000 if the light texture is very small - the smaller your light fitting, the higher you need to make the intensity, since the actual brightness in-game increases with the size of the light fitting.
In at least some versions of Worldcraft/Hammer, this file is initially almost empty of information. There is another file in the editor directory, called valve.rad, which contains the missing information. Replace the data in lights.rad with the data from valve.rad if this is the case.
In the case of Spirit, you can use an entity - info_texlights - within the map to specify texture lighting. The advantage of this is to allow you to specify unique light values for each map, without editing lights.rad every time. The info_texlights should overide lights.rad.
- It needs to be in the right place, so that the compiler can parse from it.
This doesn't apply to info_texlights, but lights.rad must be in the same directory as your compile tools. This is not necessarily your Hammer directory!
- You need a map that uses this particular texture.
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Posted by fraggard on Sun Aug 31st at 1:46pm 2003
Gollum, The info_texlights is now an accepted/legal entity in the ZHLT revision by Merl. You can use it to add light info directly in the map itself, and the compiler will read it. When you run the map, you'll see a small "couldn't init info_texlight" warning, but it can be safely ignored.
*Edit: I didnt see your second post. You seem to have fixed it... Meh.
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Posted by Juim on Sun Aug 31st at 3:08pm 2003
Juim
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Posted by Agent on Sun Aug 31st at 4:12pm 2003
No no, its all fixed now, not really sure what happened though. 3000 is like overbright, and I mean like white walls. 300 emits a good amount of light. And gollum you can use info_texlights in any mod as long as you compile with ZHLT and yes, I know about GENERIC87A 100 255 100 1000.
Also for those of you who don't know.. you can add a @PointClass color(255 128 0) = info_texlights : "Texture Light Config" [] line into all of your fdgs so that the info_texlights will be an entity in the list. (If its not in the FDG then you can just make an entity in VHE and name it info_texlights and then turn off smart edit, it still sees it as a texlights entity)
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