Re: Model lighting
Posted by SWATSiLeNt on
Thu Nov 25th 2004 at 3:53am
141 posts
34 snarkmarks
Registered:
Nov 8th 2003
Location: Missouri
Ok im not to sure about this but on maps such as office, how do they make the lighting apear coming from the model itself. Iv tried it and it is bland coming from only 1 side. Witch entity does lighting from a model. Links to tuts or other things would be nice.
Re: Model lighting
Posted by Naklajat on
Thu Nov 25th 2004 at 4:15am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
i have been wondering about this as well... one solution putting a
texture to make give off light behind a glass texture such as:
glass/offlightcover so that you cant see the back texture in full
detail. this is not a valid solution, though, as you can clearly see
the bulbs in office.
btw, i like your avatar.
Re: Model lighting
Posted by Leperous on
Thu Nov 25th 2004 at 11:25am
Posted
2004-11-25 11:25am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
I think actually that the glass covering is a light emitting texture...
Re: Model lighting
Posted by SWATSiLeNt on
Thu Nov 25th 2004 at 3:09pm
141 posts
34 snarkmarks
Registered:
Nov 8th 2003
Location: Missouri
Dang......well im going to have to fool around with hammer for a few days just trying to get this right. Text lighting was nice in the old I supose it is the same but its in a different format. Well ill have to find someway to emit light from a material......
Re: Model lighting
Posted by Naklajat on
Fri Nov 26th 2004 at 2:05am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
when i made a prop_detail it gave me this error:
Detail prop model models/props/cs_office/Light_ceiling.mdl is using vertex-lit materials!
It must use unlit materials!
so there's that, for what its worth.
prop_static doesnt give an error, but it doesnt give off any light.
btw, texlights work fine. same format and everything. just put
lights.rad in cstrike_sample_content and you're set. the problem is
that there are very few light textures as of right now.