texlights
Post Reply
Quote
Re: texlights
Posted by BlueSteel on Fri Dec 5th at 8:52pm 2003


Hi, i need some help with texlights. Anyone know a basic tutorial for that??



Quote
Re: texlights
Posted by Tracer Bullet on Fri Dec 5th at 9:25pm 2003


not of the top of my head, but they are pretty easy.

all you have to do is make a text file with a .rad extention like so "mapname.rad" put in a line such as this:

ExactTextureName R G B L

RGBL stands for Red, Green, Blue, Luminance. in place of those letters you would put in a number(0-255), except for L which can be any integer. here is a concrete example

~lightA4 255 255 160 300

place that line in a file called mapname.rad and when you compile the texture (~lightA4) will emmit light to those specifications.

in order for this to work, you must place the .rad file in the same directory as the .rmf file.

[addsig]



Quote
Re: texlights
Posted by fraggard on Sat Dec 6th at 2:20am 2003


? posted by Tracer Bullet

in order for this to work, you must place the .rad file in the same directory as the .rmf file.

Err, not RMF, it should be in the same folder as the .MAP file.

And for the default texlights to work, you need to rename the valve.rad file (comes with VHE) to lights.rad and copy it to your compile tools directory.





Quote
Re: texlights
Posted by R@lph VViggum on Sat Dec 6th at 3:14am 2003


Here are some links to tutorials on them, or relative tutorials that mention something useful. Texture lights are very, very important in mapping. It's easy and makes your maps look nicely made.

If those don't help, tell me then I can explain in a detailed paragraph.

[addsig]




Quote
Re: texlights
Posted by Tracer Bullet on Sat Dec 6th at 3:35am 2003


? posted by fraggard
? posted by Tracer Bullet

in order for this to work, you must place the .rad file in the same directory as the .rmf file.

Err, not RMF, it should be in the same folder as the .MAP file.

And for the default texlights to work, you need to rename the valve.rad file (comes with VHE) to lights.rad and copy it to your compile tools directory.

That's right, I just assumed the directories would be the same. who wants the default texture light though?

[addsig]



Quote
Re: texlights
Posted by baalpeor on Sun Dec 7th at 8:02pm 2003


Hey! I always thought it had to be in the same directroy as RAD & the Map! What is RMF? Never heard of that... I think Quark users use qrk files.

? posted by fraggard

? posted by Tracer Bullet

in order for this to work, you must place the .rad file in the same directory as the .rmf file.

Err, not RMF, it should be in the same folder as the .MAP file.

And for the default texlights to work, you need to rename the valve.rad file (comes with VHE) to lights.rad and copy it to your compile tools directory.

[addsig]




Quote
Re: texlights
Posted by fraggard on Mon Dec 8th at 4:43am 2003


RMF is Worldcraft/VHE's native map storage format. It's expanded as Rich Map Format (I think. Ask Gollum, he knows more about it). If you're a Quark user, you might not have heard about it.



Quote
Re: texlights
Posted by Kapten Ljusdal on Mon Dec 8th at 12:14pm 2003


[addsig]



Quote
Re: texlights
Posted by BlueSteel on Wed Dec 10th at 9:07pm 2003


Thats teh spirit Ljusdal - thx for the help guys



Quote
Re: texlights
Posted by SumhObo on Sun Dec 14th at 10:33pm 2003


Weird, I just edit the Lights.rad file which is in the same folder as hlrad.exe. Has always worked fine for me. U guys using Zoners tools?



Quote
Re: texlights
Posted by Tracer Bullet on Sun Dec 14th at 11:50pm 2003


That works too, I just think it's easier overall to a have one for each map. [addsig]




Post Reply