Re: light emmiting customs
Posted by Gwil on
Fri Jul 16th 2004 at 5:58pm
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I trust you compiled with the correct .rad file, and have entries for those textures in your .rad file?
Re: light emmiting customs
Posted by Campaignjunkie on
Fri Jul 16th 2004 at 6:44pm
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-wadinclude definately should not break texture lights. I agree with ReNo though, -nowadtextures is usually faster/more convenient. On the other hand, I think that screenshot looks pretty cool, kind of like a Tron-style level. :smile:
Re: light emmiting customs
Posted by fishy on
Sat Jul 17th 2004 at 8:45pm
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looks fine matt.
if your still getting the same problem, even without -wadinclude or -nowadtextures, then the 1<sup>st</sup> place i suggest looking is the .rad file you're using.
what values have you given this texture?
Re: light emmiting customs
Posted by KingNic on
Sun Jul 18th 2004 at 12:17pm
Posted
2004-07-18 12:17pm
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Umm you dont have CSG checked in the screen you've shown.
Re: light emmiting customs
Posted by fishy on
Sun Jul 18th 2004 at 12:23pm
Posted
2004-07-18 12:23pm
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labstep 0 94 249 50
the 50 seems a bit low. normally i'd think of what value i'd want to use if it was a point light, and then add a zero. i suspected this was the case when i seen that the texture was emitting light in the pic, but not enough to illuminate it's surroundings.
try 500
there's 2 instances of csg in the pic. only one needs to be checked. :razz:
Re: light emmiting customs
Posted by matt on
Sun Jul 18th 2004 at 12:24pm
Posted
2004-07-18 12:24pm
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I'll try anything once :smile:
Re: light emmiting customs
Posted by ReNo on
Tue Jul 20th 2004 at 11:54am
Posted
2004-07-20 11:54am
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Ah, I think Fishy is right here. In the screenshots, the texture is lit as if it is a working texture light, but it emits bugger all, and a brightness of 50 explains that. Bump it up to at least the hundreds and see how it is, you may have to go even higher to get it looking how you want.
Re: light emmiting customs
Posted by Gwil on
Tue Jul 20th 2004 at 1:47pm
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Depending on how bright you want it to appear, I usally take my light
values from the already present .rad file with VHE - 1000+ at least is
needed to light even the smallest areas.
Re: light emmiting customs
Posted by matt on
Tue Jul 20th 2004 at 5:49pm
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ta, I'll bar that in mind. Once I've successfully compiled later (VHE keeps crashing) and it works, I'll mark the post resolved.
Re: light emmiting customs
Posted by parakeet on
Wed Jul 21st 2004 at 7:36pm
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one time i had a target for a texlight and it "teleported" the light just in case i highly doubt it was that . it was very odd maybe i should try and recreate it it may be useful someday...