Re: texture lighting on a switch
Posted by Koa on
Tue Mar 23rd 2004 at 6:02pm
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Feb 24th 2004
Im trying to figure this part out....my fgd doesnt support styles.
"The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create ......"
and...
"If your .fgd doesn't include style values, you can add the following to any entity... "
First, what I dont understand, is what type of entity do I assign to the brush with the light texture on it?
Second, do i have to take off smart edit and add my own "new key value" to the entity?
This is a little bit confusing.
Thanks
PS. I wonder of there is a Team Fortess Classic FGD that supports this?
/update...
ANSWER: I went and looked around. TFMapped hosts and updates that particualr FGD, and there is currently no support for it.
Re: texture lighting on a switch
Posted by Wild Card on
Tue Mar 23rd 2004 at 6:20pm
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Ok, first off, to get switchable text lights, you need 2 things. The latest ZHLT tools, and a supported .FDG
Once you have both of these, making a switchable text light requires 2 things. The actual light as a func_wall entity, and a seperate light entity.
Make your light and put it func_wall. Give it a name. Then, put a entity light right under the func_wall. Give it the same name. For the brightness of the entity light, you need to find the same value as the light texture. To do this, open notepad, and find the directory that your lights.RAD file. Once you found the directory, open the file in notepad. You'll find a bunch of entries. In the first column are texture names, and the second column, a series of numerical values. Now, find the name of your textured light and find its associated value. Copy that value and paste it to your brightness value in your entity light. There should be three groups of numbers. Ex: 000 000 000. If there is a fourth set, delete it from the entity light, DO NOT DELETE IT FROM THE LIGHTS.RAD FILE.
Finally, the last thing to do is go to your text light propreties and find the light methode value, it is the second last one I think. Here, you will see the values that KFS quoted. The only difference is there wont be a "grouped" option. Instead there will be something like "associate with TL lighting" its the second from the top. Select it.
Now, when you push a button in the game, your light will turn on and off.
Re: texture lighting on a switch
Posted by Koa on
Tue Mar 23rd 2004 at 6:31pm
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Feb 24th 2004
Thanks everyone.
Wildcard, although I had that part figured out, you did a great job of putting it into words. Yes, Im using ZHLT 2.5 v1.7. (the style supporting ones)
The problem lies in my FGD.
If you scroll up, i added a postscript to my other post.
There isnt an FGD for TFCthat supports styles (at least that i could find), so i think im screwed right there. :sad:
But by the way i read zhlt read-me, it were as if you could add your own keyvalue.
"If your .fgd doesn't include style values, you can add the following to any entity... "
Im hoping that this is what they are talking about when they say you can add the following to any entity.
If this is the case, is a bit confusing....
Would I use text light style as the key, and 3 (grouped) as the value?
Re: texture lighting on a switch
Posted by JFry on
Tue Mar 23rd 2004 at 8:30pm
JFry
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I'm gonna keep it short and sweet. All you gotta do is hit smartedit, type in "style" and give it a value of -3.
EDIT: Heh you beat me to it.
Re: texture lighting on a switch
Posted by Koa on
Tue Mar 23rd 2004 at 8:36pm
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Heh, yeah.
This was actually pretty involved when you start editing fgd's and looking for "values" and blah blah blah.
So I thought it maybe it would be a benefit to go into a little more detail. Hopefully this thread wont just help me.
Re: texture lighting on a switch
Posted by Wild Card on
Tue Mar 23rd 2004 at 8:48pm
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I tryed that once before. Does the light emit light in the game? Because mine didnt, and all I had to do to fix that was remove the 0.01 brightness thing. But if it works, it works.
Re: texture lighting on a switch
Posted by Koa on
Tue Mar 23rd 2004 at 9:00pm
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Yeah works great !!
And I was just experimenting some more. You evidently do not need to create a light entity for each texture light. You simple need one. I just gave several other brushes with this texture the same name name, and this one light entity will switch on / off all the texture lights that have the name. Pretty cool.
Logic would dictate if you want to use a different texture you need to do a new entity setup for that texture.
Note you can use the flag "initially dark" on that one light entity to control wether you want the lights on when the leve starts or not. Also pretty damn cool.
Wow, I had a lot of fun playing with this.
Re: texture lighting on a switch
Posted by fishy on
Tue Mar 23rd 2004 at 11:05pm
Posted
2004-03-23 11:05pm
fishy
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it's not too difficult to edit your fgd, so that it has the texlight styles in it. here's an example to add styles to a func_wall_toggle.
open your fgd with a text editor. search for where the func_wall_toggle is listed. it looks like;
@SolidClass base(func_wall) = func_wall_toggle : "Toggleable geometry"
[
spawnflags(flags) =
[
1 : "Starts Invisible" : 0
]
]
now move the last bracket ] down one line. in the new blank line, paste the following;
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
you can do this with whatever type of entity you plan on using with texlights.
[edit] darn the lack of indentability
one other thing. you dont need to go to the bother of getting the colour on the pointlight to be the same as that on the texlight. not if you're going to set the brightness value of the pointlight to 0.01, because your never going to see it.[/edit]
Re: texture lighting on a switch
Posted by Wild Card on
Wed Mar 24th 2004 at 12:06pm
Posted
2004-03-24 12:06pm
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Well, I learned something as well. My expert CS FDG is good because it gives me the game_text entity, which I needed. It's textured light setup isnt worth a damn.
When I said the 0.01 setup dosent work, I am sorry, it DOES work. The only reason it didnt for me, is because my VHE folder has been ported from reformat to reformat so many times I ended up with 4 different lights.RAD files and I wasent loading the correct one. The one I was loading had no values in it.
I have to head to school now, but tonight I will be editing my FDG and adding the light codes.