texlights

texlights

Re: texlights Posted by BlueSteel on Fri Dec 5th 2003 at 8:52pm
BlueSteel
9 posts
Posted 2003-12-05 8:52pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
Hi, i need some help with texlights. Anyone know a basic tutorial for that??
Re: texlights Posted by Tracer Bullet on Fri Dec 5th 2003 at 9:25pm
Tracer Bullet
2271 posts
Posted 2003-12-05 9:25pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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.
Re: texlights Posted by fraggard on Sat Dec 6th 2003 at 2:20am
fraggard
1110 posts
Posted 2003-12-06 2:20am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Tracer Bullet said:
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.
Re: texlights Posted by R@lph VViggum on Sat Dec 6th 2003 at 3:14am
R@lph VViggum
156 posts
Posted 2003-12-06 3:14am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
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.
Re: texlights Posted by Tracer Bullet on Sat Dec 6th 2003 at 3:35am
Tracer Bullet
2271 posts
Posted 2003-12-06 3:35am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
fraggard said:
Tracer Bullet said:
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.
:imwithstupid: That's right, I just assumed the directories would be the same. who wants the default texture light though?
Re: texlights Posted by baalpeor on Sun Dec 7th 2003 at 8:02pm
baalpeor
34 posts
Posted 2003-12-07 8:02pm
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
<TABLE cellSpacing=2 cellPadding=2 width="95%" align=center bgColor=black>
<TBODY>
<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold">
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

</TD></TR>
<TR>
<TD bgColor=#151515>[quote=Tracer Bullet]
in order for this to work, you must place the .rad file in the same directory as the .rmf file.

[/quote]

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.

</TD></TR></TBODY></TABLE>
Re: texlights Posted by fraggard on Mon Dec 8th 2003 at 4:43am
fraggard
1110 posts
Posted 2003-12-08 4:43am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
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.
Re: texlights Posted by Kapten Ljusdal on Mon Dec 8th 2003 at 12:14pm
Kapten Ljusdal
312 posts
Posted 2003-12-08 12:14pm
312 posts 31 snarkmarks Registered: May 3rd 2003
User posted image
Re: texlights Posted by BlueSteel on Wed Dec 10th 2003 at 9:07pm
BlueSteel
9 posts
Posted 2003-12-10 9:07pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
Thats teh spirit Ljusdal :biggrin: - thx for the help guys
Re: texlights Posted by SumhObo on Sun Dec 14th 2003 at 10:33pm
SumhObo
126 posts
Posted 2003-12-14 10:33pm
SumhObo
member
126 posts 23 snarkmarks Registered: Nov 23rd 2003 Occupation: Student Location: Somewhere in Australia
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?
Re: texlights Posted by Tracer Bullet on Sun Dec 14th 2003 at 11:50pm
Tracer Bullet
2271 posts
Posted 2003-12-14 11:50pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
That works too, I just think it's easier overall to a have one for each map.