lights.rad

lights.rad

Re: lights.rad Posted by rally_fan on Sun Mar 6th 2005 at 8:05pm
rally_fan
1 post
Posted 2005-03-06 8:05pm
1 post 0 snarkmarks Registered: Mar 6th 2005
I have
texture lights on a func_vehicle for Counter Strike. The problem is
that when the func_vehicle moves, the other textures on and around
arn't changing their light/shadows. For example, the lit textures
around the texture lights remain lit after the vehicle moves. Also, if
the func_vehicle vehicle is started in a dark area and moves to a lit
area, the func_vehicle remains dark. Are the texture light/shadows
fixed after being compiled if its not something switchable on/off?


I'm using ZHLT Custom Build 1.7, Hammer Editor 3.4, Counter Strike 1.6, and cs_expert-tom793c.fgd.

Have I missed something?

Re: lights.rad Posted by fishy on Sun Mar 6th 2005 at 8:21pm
fishy
2623 posts
Posted 2005-03-06 8:21pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
dammit that's hard to read. text is a default colour for a reason, btw.

anyways, your right in thinking that the light is fixed. no way around it, i'm afraid. :/
Re: lights.rad Posted by half-dude on Tue Mar 8th 2005 at 10:01pm
half-dude
580 posts
Posted 2005-03-08 10:01pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
gorg smorg
Re: lights.rad Posted by G.Ballblue on Sun Mar 20th 2005 at 5:24pm
G.Ballblue
1511 posts
Posted 2005-03-20 5:24pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Deals with Half-Life 1's "pre calculated lighting". RAD is only pre-calculating the lighting from where the vehicle originaly sat, so light from the vehicle will hit the walls, cieling, etc, but only from it's original position. The vehicle itself will retain any of the originally lighting that was placed on it from its original position as well.

Clear as mud :biggrin: