lights.rad file

lights.rad file

Re: lights.rad file Posted by halflife25 on Sun Dec 5th 2004 at 11:15pm
halflife25
5 posts
Posted 2004-12-05 11:15pm
5 posts 1 snarkmarks Registered: Dec 5th 2004 Occupation: cable guy Location: usa
guys im still pretty wet behind the ears on this mappping stuff but i do have an novice idea about it. what im having a problem with is everyone says the made a lights.rad file. well how do you make one and were do you put it :leper: . Im currently making a css map. sorry if this is a stupid question but i dont seem to be finding any answers and its really stumped me. thanks guys this is a very good help site.
Re: lights.rad file Posted by Joe-Bob on Sun Dec 5th 2004 at 11:42pm
Joe-Bob
180 posts
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
Tracer Bullet
2271 posts
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
satchmo
2077 posts
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
180 posts
Posted 2004-12-06 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).