Re: info_texlights not working?
Posted by Agent on
Sun Aug 31st 2003 at 1:39am
Agent
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Location: Houston, TX
I don't get it, my map is compiling fine, it even says texlights parsed from entity but the room is totally black. My map is just a simple room with some light fixtures, one light entity so that it complies (.01 brightness) and an info_texlights. (info_player_start of course) The info tex lights has: "+0~light2a" and "0 0 255 300" and it makes absolutely no sense why its not working
Re: info_texlights not working?
Posted by Agent on
Sun Aug 31st 2003 at 1:46am
Agent
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GG, random bug, it works for some odd reason.
Re: info_texlights not working?
Posted by Orpheus on
Sun Aug 31st 2003 at 1:46am
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you have checked to ensure that said textures are indeed in the lights.rad file?
lights always work, when there are no errors, usually it boils down to human error, may it be overlooking something, or omitting it..
double check everything
Re: info_texlights not working?
Posted by fraggard on
Sun Aug 31st 2003 at 1:46pm
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Gollum, The info_texlights is now an accepted/legal entity in the ZHLT revision by Merl. You can use it to add light info directly in the map itself, and the compiler will read it. When you run the map, you'll see a small "couldn't init info_texlight" warning, but it can be safely ignored.
*Edit: I didnt see your second post. You seem to have fixed it... Meh.
Re: info_texlights not working?
Posted by Juim on
Sun Aug 31st 2003 at 3:08pm
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set it at 0 0 255 3000 and see what results you get. At 300 the texture will glow but not actually emit light.
Re: info_texlights not working?
Posted by Agent on
Sun Aug 31st 2003 at 4:12pm
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No no, its all fixed now, not really sure what happened though. 3000 is like overbright, and I mean like white walls. 300 emits a good amount of light. And gollum you can use info_texlights in any mod as long as you compile with ZHLT and yes, I know about GENERIC87A 100 255 100 1000.
Also for those of you who don't know.. you can add a @PointClass color(255 128 0) = info_texlights : "Texture Light Config" [] line into all of your fdgs so that the info_texlights will be an entity in the list. (If its not in the FDG then you can just make an entity in VHE and name it info_texlights and then turn off smart edit, it still sees it as a texlights entity)