Re: texlights
Posted by BlueSteel on
Fri Dec 5th 2003 at 8:52pm
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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
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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
Mon Dec 8th 2003 at 4:43am
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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 BlueSteel on
Wed Dec 10th 2003 at 9:07pm
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Thats teh spirit Ljusdal :biggrin: - thx for the help guys
Re: texlights
Posted by SumhObo on
Sun Dec 14th 2003 at 10:33pm
Posted
2003-12-14 10:33pm
SumhObo
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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
Posted
2003-12-14 11:50pm
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That works too, I just think it's easier overall to a have one for each map.