texture lighting

texture lighting

Re: texture lighting Posted by JFry on Thu Nov 11th 2004 at 4:28pm
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Posted 2004-11-11 4:28pm
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Has anyone managed to get texture lighting working yet? I have searched and everybody seems to say "you need a lights.rad file".

So I made one and placed it in my cstrike_sample_content\materials folder (after some trial and error) and the tools recognized it there. In my compile log it says parsing 1 texture from lights.rad, however it says I have 0 direct lights, and my level is fullbright.

I have the texture in the map of course.. so what am I missing? Could it be because I have materials loaded into the editor and no .wad files?
Re: texture lighting Posted by Tracer Bullet on Thu Nov 11th 2004 at 5:29pm
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Posted 2004-11-11 5:29pm
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Check the spelling in your .rad file? I haven't tried it yet so...
Re: texture lighting Posted by JFry on Fri Nov 12th 2004 at 12:27am
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Posted 2004-11-12 12:27am
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I've tried 2 different textures just for that reason and neither work and I'm sure I'm spelling it right. I also tried putting halflife/ in front of the name (like they have it listed in the materials selection screen) and that didn't seem to work either.
Re: texture lighting Posted by Leperous on Fri Nov 12th 2004 at 11:15am
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Posted 2004-11-12 11:15am
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I wouldn't worry about it until the full SDK is released next week tbh!
Re: texture lighting Posted by 7dk2h4md720ih on Fri Nov 12th 2004 at 1:21pm
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Posted 2004-11-12 1:21pm
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Open your lights.rad file in notpad and save it again as 'lights.rad'
including the quotes and with 'save as type' set to 'all'. I presume
this won't work as it says it parsed one value, but I had this same
problem earlier and it's worth a shot.
Re: texture lighting Posted by mike-o on Fri Nov 12th 2004 at 10:30pm
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Posted 2004-11-12 10:30pm
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i heard on mapcore that there wont be the texture lighting feature in HL2.
Re: texture lighting Posted by Naklajat on Mon Nov 15th 2004 at 1:10pm
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Posted 2004-11-15 1:10pm
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well you heard wrong. :smile: i got the texlights working fine.
User posted image
hoping that thumb works...

i put lights.rad in cstrike_sample_content (NOT \materials) and all it was is this:

cs_havana/lightb 255 255 255 600
Re: texture lighting Posted by coldbladed on Mon Nov 15th 2004 at 6:13pm
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Posted 2004-11-15 6:13pm
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I've done as you said, Baron, and put a lights.rad in my cstrike_sample_content folder with the line

props_c17/light_industrialbell02_on 255 255 255 600

but this didn't work. Is it because I am using a prop?

Is it because I'm tying it to the wrong entity? (I've used all the prop ones)

Thx
Re: texture lighting Posted by Crono on Mon Nov 15th 2004 at 8:06pm
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Posted 2004-11-15 8:06pm
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Baron ...

http://www.uploadimages.net/show.php?img=488151texlight_test010000.jpg

No quotes and those quotes allowed the site to generate another "http://" thing.
Re: texture lighting Posted by JFry on Tue Nov 16th 2004 at 2:28am
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Posted 2004-11-16 2:28am
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ok now things are just getting wierd. I had 2 entries in my lights.rad file, however my compile log said 1 was being parsed. So I deleted the lights.rad, ran a search on my entire steam folder, none were found and yet the compile log still claims 1 light is being parsed... Where is Ann Landers when you need her? Any ideas?
Re: texture lighting Posted by Naklajat on Wed Nov 17th 2004 at 5:01pm
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Posted 2004-11-17 5:01pm
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my bad, cold, i put:

cs_havana/lightb 255 255 255 600

but you need to press tab between the texture and the values for it to work... i think... never really tried w/o tab...

oh
yeah, and i havent tried texlight on the light_industrialbell02 thing
so i dont know if you can use texlights on models/props(i would think
so, though). but since that texture is a skin the entire thing would
glow, not just the light part.

EDIT: Marked this as a correct answer, since the thread starter hasn't replied in so long and is seems correct - ReNo
Re: texture lighting Posted by thundercleese on Sun Dec 5th 2004 at 4:51am
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Posted 2004-12-05 4:51am
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I'd like to reopen this question. Can anyone tell me the exact location of the lights.rad file? (relative to some other key file). I did a search on all my hard drives and got nothing. However the following appears in my compile log:

----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

And a florescent light texture that I used is working (but is waaaay too bright)

Thanks
Re: texture lighting Posted by Naklajat on Sun Dec 5th 2004 at 12:21pm
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Posted 2004-12-05 12:21pm
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i think you have to make it for it to be there, otherwise i think its
built in, or something. im pretty sure you put in the same directory as
the gaminfo.txt, could be wrong though...
Re: texture lighting Posted by Leperous on Sun Dec 5th 2004 at 12:22pm
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It's in your Source SDK GCF, in the HL2 (and CS) directory. You can extract it to your sourcesdk/bin physical directory if you want to modify it.
Re: texture lighting Posted by thundercleese on Sun Dec 5th 2004 at 2:42pm
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Posted 2004-12-05 2:42pm
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Thank you sirs! I haven't tried it yet, but I am 100% sure this answers my question.
Re: texture lighting Posted by coldbladed on Tue Dec 7th 2004 at 4:45am
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Posted 2004-12-07 4:45am
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I never did get this working... and I have a lights.rad with the proper texture label :sad:

bump
Re: texture lighting Posted by coldbladed on Tue Dec 7th 2004 at 5:10am
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I take that back, my complie was set not to run RAD
Re: texture lighting Posted by satchmo on Sat Dec 18th 2004 at 4:46am
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Posted 2004-12-18 4:46am
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Does it still work if I create a mapname.rad in the same directory as the mapname.vmf to get customized texture lighting? It used to work for HL1, but it seems not to work for the new Hammer. I tried it, and the compiler still used lights.rad instead of my custom .rad file.

Any thoughts?
Re: texture lighting Posted by Nanodeath on Sat Dec 18th 2004 at 5:46am
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According to the tutorial on the site you're supposed to put it in the me@myemail.com\sourcesdk\bin folder.
Re: texture lighting Posted by MayheMsg on Wed Aug 1st 2007 at 3:14pm
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JFry said:
ok now things are just getting wierd. I had 2 entries in my lights.rad file, however my compile log said 1 was being parsed. So I deleted the lights.rad, ran a search on my entire steam folder, none were found and yet the compile log still claims 1 light is being parsed... Where is Ann Landers when you need her? Any ideas?
as for this it is because there is a light rad file embeded in your gcf file in steam. there is onlt one texture light within that file. hense the one being parsed.

As for me i have been unable to get texture lighting to work correctly either. But i will keep working on it and get it figured out. I am sure it is jsut a user error, for me at least...