Re: lights.rad
Posted by rally_fan on
Sun Mar 6th 2005 at 8:05pm
1 post
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Registered:
Mar 6th 2005
I have
texture lights on a func_vehicle for Counter Strike. The problem is
that when the func_vehicle moves, the other textures on and around
arn't changing their light/shadows. For example, the lit textures
around the texture lights remain lit after the vehicle moves. Also, if
the func_vehicle vehicle is started in a dark area and moves to a lit
area, the func_vehicle remains dark. Are the texture light/shadows
fixed after being compiled if its not something switchable on/off?
I'm using ZHLT Custom Build 1.7, Hammer Editor 3.4, Counter Strike 1.6, and cs_expert-tom793c.fgd.
Have I missed something?
Re: lights.rad
Posted by fishy on
Sun Mar 6th 2005 at 8:21pm
fishy
member
2623 posts
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Sep 7th 2003
Location: glasgow
dammit that's hard to read. text is a default colour for a reason, btw.
anyways, your right in thinking that the light is fixed. no way around it, i'm afraid. :/
Re: lights.rad
Posted by G.Ballblue on
Sun Mar 20th 2005 at 5:24pm
1511 posts
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Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
Deals with Half-Life 1's "pre calculated lighting". RAD is only pre-calculating the lighting from where the vehicle originaly sat, so light from the vehicle will hit the walls, cieling, etc, but only from it's original position. The vehicle itself will retain any of the originally lighting that was placed on it from its original position as well.
Clear as mud :biggrin: