[article] lights.rad

[article] lights.rad

Re: [article] lights.rad Posted by Sparky911 on Tue Dec 7th 2004 at 11:27am
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Posted 2004-12-07 11:27am
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This is a discussion topic for the article "lights.rad" by Sparky911 which can be found here

Article description:

Where is it and how do I make one?
Loading embedded content: Article #115
Re: [article] lights.rad Posted by Junkyard God on Tue Dec 7th 2004 at 1:53pm
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Posted 2004-12-07 1:53pm
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Where do i put the lights.rad when i'm done editing???

and do thos textures lights work when i just leave in it the gfc ?
Re: [article] lights.rad Posted by Sparky911 on Tue Dec 7th 2004 at 6:27pm
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Posted 2004-12-07 6:27pm
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Like the tutorial says Save/Extract it to the same directory as your compile tools. Example of mine is C:Program FilesValveSteamSteamAppsme@myemail.comsourcesdkin

As for editing I think you have to extract it to edit and save to it not sure. I found it handy and easy if it was extracted though.
Re: [article] lights.rad Posted by Orpheus on Wed Dec 8th 2004 at 12:15pm
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Posted 2004-12-08 12:15pm
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This tut, is very serviceable!
Re: [article] lights.rad Posted by Tracer Bullet on Wed Dec 8th 2004 at 7:10pm
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Thanks for doing the work for me Sparky. I'm too damn lazy to write up any tuts most of the time.

I prefer to make a new .rad file for every map. That way I always know what textures will be lit and in what way without searching through the lights.rad file. To do this, simply make a new file called "mapname.rad" and place it in the same directory as your source file (.vmf).
Re: [article] lights.rad Posted by Slackiller on Thu Dec 16th 2004 at 10:02pm
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Re: [article] lights.rad Posted by CoconutMunkey on Tue Dec 28th 2004 at 9:05am
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Posted 2004-12-28 9:05am
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This helps but now that i have it extracted what do i do with it?
Re: [article] lights.rad Posted by Sparky911 on Tue Dec 28th 2004 at 1:24pm
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Posted 2004-12-28 1:24pm
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Re-read the tutorial starting at step 6
Re: [article] lights.rad Posted by TorQueMoD on Fri Jan 21st 2005 at 1:14am
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Posted 2005-01-21 1:14am
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It seems that the lights.rad file in the GCF file overrides the lights.rad file in your sdk/bin directory. I placed it with my vmf file and gave it the same name and that worked fine.

Thanks Sparky and Tracer!
Re: [article] lights.rad Posted by warlord on Mon Feb 14th 2005 at 2:04pm
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Posted 2005-02-14 2:04pm
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Is the use of this program realy necessary, couldnt you still use notepad like with the original lights.rad
Re: [article] lights.rad Posted by Sparky911 on Mon Feb 14th 2005 at 2:13pm
Sparky911
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Posted 2005-02-14 2:13pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
The lights.rad program still has to be extracted from the gcf (pak) and Paint is used to simply find the RGB value of the colors. Notepad is still used.
Re: [article] lights.rad Posted by headx on Tue Feb 15th 2005 at 7:59pm
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Posted 2005-02-15 7:59pm
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Looks like the .rad file in the GCF always replaces any external .rad. I've got two blank .rad files in \bin (<mapname>.rad & lights.rad), and it still reads the .rads in the GCFs. This is really a step backwards from Half-Life.

Is there some way around this?
Re: [article] lights.rad Posted by Sparky911 on Wed Feb 16th 2005 at 7:57am
Sparky911
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Posted 2005-02-16 7:57am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Hmm I have never actually done it. I just knew how to get to it and how to replace it. Im sure its just a path error. Your lights.rad must have to go into a different place then where you have it

Maybe in the Options for Hammer I think thats where you set it to look for the .rad file.
Re: [article] lights.rad Posted by OtZman on Wed Mar 2nd 2005 at 3:19pm
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Posted 2005-03-02 3:19pm
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Useful tutorial. I haven't tried extracting lights.rad using GCFScape, instead I did what Tracer Bullet said.

Is there any way to make a texture, emitting light, lighting itself? Now, if I make a room with no lights but a cube in the middle with a light emitting texture applied, the room is lit but the cube remains dark, only vaguely lit by light reflected by the floor, walls and ceiling of the room.
If I remember right, light textures in HL1 lit themselves.
Re: [article] lights.rad Posted by Bl1tz on Fri Apr 15th 2005 at 6:01am
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Posted 2005-04-15 6:01am
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Fine tutorial, except for the fact that you leave out the key step that you need the Microsoft .NET framework to run GCFscape.

I saw this a month ago, tried to install GCFscape, and it wouldn't install. I searched around but didn't see anyone else having trouble with it. Finally, tonight, SonicDM told me I needed .NET framework for it to run!

I can't imagine why you wouldn't just link to the GCFscape homepage, which tells you that you need .NET, and even has a link for download.

Thanks
Re: [article] lights.rad Posted by Sparky911 on Thu Apr 20th 2006 at 6:06am
Sparky911
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Posted 2006-04-20 6:06am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Added the part about Microsoft .NET Framework. ALso changed tutorial a little to reflect the new file layout since I first posted this tutorial.
Re: [article] lights.rad Posted by Flynn on Fri Jan 5th 2007 at 10:15am
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Posted 2007-01-05 10:15am
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