Re: [article] lights.rad
Posted by Junkyard God on Tue Dec 7th at 1:53pm 2004
Where do i put the lights.rad when i'm done editing???
and do thos textures lights work when i just leave in it the gfc ?

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Re: [article] lights.rad
Posted by Sparky911 on Tue Dec 7th at 6:27pm 2004
Like the tutorial says Save/Extract it to the same directory as your compile tools. Example of mine is C:Program FilesValveSteamSteamAppsme@myemail.comsourcesdkin
As for editing I think you have to extract it to edit and save to it not sure. I found it handy and easy if it was extracted though.
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Re: [article] lights.rad
Posted by Orpheus on Wed Dec 8th at 12:15pm 2004
This tut, is very serviceable!

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Re: [article] lights.rad
Posted by Tracer Bullet on Wed Dec 8th at 7:10pm 2004
Thanks for doing the work for me Sparky. I'm too damn lazy to write up any tuts most of the time.
I prefer to make a new .rad file for every map. That way I always know what textures will be lit and in what way without searching through the lights.rad file. To do this, simply make a new file called "mapname.rad" and place it in the same directory as your source file (.vmf).

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Re: [article] lights.rad
Posted by Sparky911 on Tue Dec 28th at 1:24pm 2004
Re-read the tutorial starting at step 6
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Re: [article] lights.rad
Posted by CoconutMunkey on Tue Dec 28th at 9:05am 2004
This helps but now that i have it extracted what do i do with it?
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Re: [article] lights.rad
Posted by TorQueMoD on Fri Jan 21st at 1:14am 2005
It seems that the lights.rad file in the GCF file overrides the lights.rad file in your sdk/bin directory. I placed it with my vmf file and gave it the same name and that worked fine.
Thanks Sparky and Tracer!
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Re: [article] lights.rad
Posted by warlord on Mon Feb 14th at 2:04pm 2005
Is the use of this program realy necessary, couldnt you still use notepad like with the original lights.rad

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Re: [article] lights.rad
Posted by Sparky911 on Mon Feb 14th at 2:13pm 2005
The lights.rad program still has to be extracted from the gcf (pak) and Paint is used to simply find the RGB value of the colors. Notepad is still used.
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Re: [article] lights.rad
Posted by headx on Tue Feb 15th at 7:59pm 2005
Looks like the .rad file in the GCF always replaces any external .rad. I've got two blank .rad files in bin (<mapname>.rad & lights.rad), and it still reads the .rads in the GCFs. This is really a step backwards from Half-Life.
Is there some way around this?
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Re: [article] lights.rad
Posted by Sparky911 on Wed Feb 16th at 7:57am 2005
Hmm I have never actually done it. I just knew how to get to it and how to replace it. Im sure its just a path error. Your lights.rad must have to go into a different place then where you have it
Maybe in the Options for Hammer I think thats where you set it to look for the .rad file.
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Re: [article] lights.rad
Posted by OtZman on Wed Mar 2nd at 3:19pm 2005
Useful tutorial. I haven't tried extracting lights.rad using GCFScape, instead I did what Tracer Bullet said.
Is there any way to make a texture, emitting light, lighting itself? Now, if I make a room with no lights but a cube in the middle with a light emitting texture applied, the room is lit but the cube remains dark, only vaguely lit by light reflected by the floor, walls and ceiling of the room.
If I remember right, light textures in HL1 lit themselves.

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Re: [article] lights.rad
Posted by Bl1tz on Fri Apr 15th at 6:01am 2005
Fine tutorial, except for the fact that you leave out the key step that you need the Microsoft .NET framework to run GCFscape.
I saw this a month ago, tried to install GCFscape, and it wouldn't install. I searched around but didn't see anyone else having trouble with it. Finally, tonight, SonicDM told me I needed .NET framework for it to run!
I can't imagine why you wouldn't just link to the GCFscape homepage, which tells you that you need .NET, and even has a link for download.
Thanks
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Re: [article] lights.rad
Posted by Sparky911 on Thu Apr 20th at 6:06am 2006
Added the part about Microsoft .NET Framework. ALso changed tutorial a little to reflect the new file layout since I first posted this tutorial.
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