Re: lights.rad file
Posted by Joe-Bob on
Sun Dec 5th 2004 at 11:42pm
Posted
2004-12-05 11:42pm
Joe-Bob
member
180 posts
77 snarkmarks
Registered:
Dec 3rd 2004
I just solved that problem on my computer. What I had to do was
go to the SDK Tools properties menu under Steam's "Play Game"
menu. Hit Delete Local Content. Then, tell it to download
the SDK again.
Re: lights.rad file
Posted by Tracer Bullet on
Mon Dec 6th 2004 at 12:27am
Posted
2004-12-06 12:27am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Umm. NO DON'T DO THAT. unless of course you don't mind spending hours downloading the content. Here is a solution that may work, but keep in mind that it is form my days of HL1 mapping so I'm not sure it still applies.
The .RAD file is simply a text document (with .rad instead of .txt at the end) that lists the textures you want to emit light and the subsequent values for that light. For example, a typical entry would appear as follows:
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
Texturename 128 255 255 200
[/quote]
The values following your texture name are the numeric specifications of the light you want that texture to emit in RGB format. Hence, the first number is for red, the second for green and the thrid is for blue. the fourth and final number is the luminance value (how bright the light will be). the RGB values must be integers from 0-255. The luminance field can take on any integral value.
Once you have your text file with at least one entry, name it "mapname.rad" and place it in the same folder as the map you are going to compile. any entries in the mapname.rad file will override those that exist in the standard lights.rad file.
Compile and see if it works!
(it's also worth pointing out that the actual lights.rad file is stored inside your Source SDK .GCF, extract this and edit it rather than creating a new one!- Lep.)
Re: lights.rad file
Posted by satchmo on
Mon Dec 6th 2004 at 12:40am
Posted
2004-12-06 12:40am
satchmo
member
2077 posts
1809 snarkmarks
Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
Tracer Bullet, do you want to post a tutorial on this topic? I
know it's simple, but it'll save a lot of forum posts nevertheless.
Re: lights.rad file
Posted by Joe-Bob on
Mon Dec 6th 2004 at 5:08am
Joe-Bob
member
180 posts
77 snarkmarks
Registered:
Dec 3rd 2004
Meh, it worked for me, and it took all of 15 minutes. On a ADSL connection.
Frankly, it took much less time than listing all the light textures would have. (45).