Re: [article] lights.rad
Posted by Junkyard God on
Tue Dec 7th 2004 at 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 Orpheus on
Wed Dec 8th 2004 at 12:15pm
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 CoconutMunkey on
Tue Dec 28th 2004 at 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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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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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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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
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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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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
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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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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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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
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Added the part about Microsoft .NET Framework. ALso changed tutorial a little to reflect the new file layout since I first posted this tutorial.