info_texlights not working?

info_texlights not working?

Re: info_texlights not working? Posted by Agent on Sun Aug 31st 2003 at 1:39am
Agent
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Posted 2003-08-31 1:39am
Agent
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12 posts 41 snarkmarks Registered: Aug 30th 2003 Location: Houston, TX
I don't get it, my map is compiling fine, it even says texlights parsed from entity but the room is totally black. My map is just a simple room with some light fixtures, one light entity so that it complies (.01 brightness) and an info_texlights. (info_player_start of course) The info tex lights has: "+0~light2a" and "0 0 255 300" and it makes absolutely no sense why its not working
Re: info_texlights not working? Posted by Agent on Sun Aug 31st 2003 at 1:46am
Agent
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Posted 2003-08-31 1:46am
Agent
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12 posts 41 snarkmarks Registered: Aug 30th 2003 Location: Houston, TX
GG, random bug, it works for some odd reason.
Re: info_texlights not working? Posted by Orpheus on Sun Aug 31st 2003 at 1:46am
Orpheus
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Posted 2003-08-31 1:46am
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you have checked to ensure that said textures are indeed in the lights.rad file?

lights always work, when there are no errors, usually it boils down to human error, may it be overlooking something, or omitting it..

double check everything
Re: info_texlights not working? Posted by Gollum on Sun Aug 31st 2003 at 11:48am
Gollum
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Posted 2003-08-31 11:48am
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Info_texlights is not an entity in normal Half-Life, but only in the mod. Spirit of Half-Life.  I assume that you are using Spirit or a mod. based on it.

In order to get textured lights to function, you need:
  • A file or entity that contains lighting information about the texture that you want to use.
Normally the lighting information is parsed from an external file, lights.rad.  Texture lighting information looks like this:

TextureName     Red  Green  Blue  Intensity

For example, GENERIC87A  100  255 100 1000

The colours take values in the range 0-255, and the intensity is anything you like, though it must be much higher than entity light values; values of 5000 are common, and even 50000 if the light texture is very small - the smaller your light fitting, the higher you need to make the intensity, since the actual brightness in-game increases with the size of the light fitting.

In at least some versions of Worldcraft/Hammer, this file is initially almost empty of information.  There is another file in the editor directory, called valve.rad, which contains the missing information.  Replace the data in lights.rad with the data from valve.rad if this is the case.

In the case of Spirit, you can use an entity - info_texlights - within the map to specify texture lighting.  The advantage of this is to allow you to specify unique light values for each map, without editing lights.rad every time.  The info_texlights should overide lights.rad.
  • It needs to be in the right place, so that the compiler can parse from it.
This doesn't apply to info_texlights, but lights.rad must be in the same directory as your compile tools.  This is not necessarily your Hammer directory!
  • You need a map that uses this particular texture.
Re: info_texlights not working? Posted by fraggard on Sun Aug 31st 2003 at 1:46pm
fraggard
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Posted 2003-08-31 1:46pm
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1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Gollum, The info_texlights is now an accepted/legal entity in the ZHLT revision by Merl. You can use it to add light info directly in the map itself, and the compiler will read it. When you run the map, you'll see a small "couldn't init info_texlight" warning, but it can be safely ignored.

*Edit: I didnt see your second post. You seem to have fixed it... Meh.
Re: info_texlights not working? Posted by Juim on Sun Aug 31st 2003 at 3:08pm
Juim
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Posted 2003-08-31 3:08pm
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set it at 0 0 255 3000 and see what results you get. At 300 the texture will glow but not actually emit light.
Re: info_texlights not working? Posted by Agent on Sun Aug 31st 2003 at 4:12pm
Agent
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Posted 2003-08-31 4:12pm
Agent
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12 posts 41 snarkmarks Registered: Aug 30th 2003 Location: Houston, TX
No no, its all fixed now, not really sure what happened though. 3000 is like overbright, and I mean like white walls. 300 emits a good amount of light. And gollum you can use info_texlights in any mod as long as you compile with ZHLT and yes, I know about GENERIC87A  100  255 100 1000.

Also for those of you who don't know.. you can add a @PointClass color(255 128 0) = info_texlights : "Texture Light Config" [] line into all of your fdgs so that the info_texlights will be an entity in the list. (If its not in the FDG then you can just make an entity in VHE and name it info_texlights and then turn off smart edit, it still sees it as a texlights entity)