Commented 16 years ago2008-05-22 16:00:19 UTC
in journal: #5084Comment #54767
You can also place your lights file in your .rmf directory and give it the same name as your map. Then the Compile tools automatically read it out. This is only usefull when you need to change the brightness of existing HL textures though.
Commented 16 years ago2008-05-22 14:44:50 UTC
in journal: #5084Comment #54798
"Make sure you load this rad file in your compiler. If you're using Hammer, i can't tell you how" When I compile my maps using Hammer, ZHLT loads lights.rad automatically.
EDIT: @Skals: see if there is a .rad file in you Hammer Editor\tools\ folder, if there is, copy it to your ZHLT folder.
Commented 16 years ago2008-05-22 14:38:57 UTC
in journal: #5084Comment #54763
Its in your tools directory.
Its either lights.rad, or valve.rad. Check which one has the most entries and add those texture names with their values i posted earlier in there.
Make sure you load this rad file in your compiler. If you're using Hammer, i can't tell you how, but if you're using a third party compiler front end (like my Compilator), you can easily open the light file in there and compile it.
Commented 16 years ago2008-05-22 14:06:23 UTC
in journal: #5084Comment #54769
Lookin' good so far. Submerged.wad textures, I presume? ;>
I think the outside walls could use more gadgets spammed around them. Go for pipes/wires/vents, etc.
The new sky looks far better, too. I'd suggest removing those 3 useless pictures at the bottom of your post; they just make scrolling down take longer.
Commented 16 years ago2008-05-22 14:01:19 UTC
in journal: #5084Comment #54762
NO, no need to add ~ in front of the texturenames! Don't do it, its a waste of time. As long as the texturename is in the lights file, and you have a high enough brightness value, it'll emit light ingame.
Commented 16 years ago2008-05-22 13:47:59 UTC
in journal: #5084Comment #54780
heh, yeah i was using entities. the ones im using are submerge wad. the problem with those lights is that they dont have the ~ value infront of them, ill rename them make some of my own and remake the wad.
Decals turn out to be pretty versatile, but they're touchy. If they don't show up, check you have done these things:
-Decals must be applied to a world brush (if you want them on a brush-based entity, you must apply the decals BEFORE you change the brush to-entity.
-Don't move the brush that has the decals, or try to select the decals themselves to move them--they will not show up after compile.
-if decals are on a sliding door and the door is recessed in a wall, the decals won't be rendered. (making the recessed area hollow and lit should fix this)
Commented 16 years ago2008-05-22 13:29:42 UTC
in journal: #5084Comment #54761
Wait a minute, looks like you're using light entities to light things up. Switch to texturelights, this will make the lights much more realistic.
That texture theme looks pretty familiar to me, as i used it in one of my maps as well, and i already have the correct light brightness values for it. So what wad(s) did you used?
Commented 16 years ago2008-05-22 13:06:37 UTC
in journal: #5084Comment #54760
If you want more brightness from your lights, just increase the brightness value in your lightsfile (.rad).
20000 should be a good starting brightness for big fluorescent lights. Kinda depends on the size of the brush too, so experiment with different brightness values.
Commented 16 years ago2008-05-22 12:54:05 UTC
in journal: #5084Comment #54778
I added lots of new screens. check them out...
Muzz: thanx. yes i guess i might change the sky box... hey, you know im having trouble with light. i want the light brush to atcually be bright and give out some light by itself or atleast look like so, but as you see in my screenies, i wasnt really able to do that. any tips?
i was also thinking about adding cool features, like when you go outside (in the space) you will get freeze damaged. i was also thinking about making whole buildings explode and stuff... but thats for later.
Commented 16 years ago2008-05-22 12:44:27 UTC
in journal: #5084Comment #54759
Looks prety neat.
But i agree on the useless outside lights. You can place a couple of (usually red) dim lights here and there, but no real lighting as in potatis's picture. If you still want outside lights, then make sure that there's actually something important to light, such as docking ports for spacecrafts.
Also, get a different skybox texture. Xen skies don't fit very well, instead, use the space skybox (type space in the environment map (cl_skyname) property).
Commented 16 years ago2008-05-22 11:18:33 UTC
in journal: #5084Comment #54795
I like the new screenshots, but the top left of the space station doesn't look very space-stationish, and there also are some unnecessary (?) lights. Everything else is just perfect.
Commented 16 years ago2008-05-21 11:50:26 UTC
in vault item: fy_speedweaponComment #16660
amazing map for 5 hours ? lol I thought this map is really crap i didn't believe somebody will like it . I made it because I finished all the exams and I was very happy ...
Edit : 5 hours because i started in a day ( 2 hours) and completed it next day ( 3 hours) .
edit: does it look better now?
This is only usefull when you need to change the brightness of existing HL textures though.
you know its strange, i made my own ~ light textures and inside the game they wont light up... do i have to do this thing for them too?
Edit: SHE WORKS! SHE WOOOORKS! lol the lights work now. ty.
Edit: muzz, it don't work
Edit: done. now i just compile my map and voala right?
When I compile my maps using Hammer, ZHLT loads lights.rad automatically.
EDIT:
@Skals: see if there is a .rad file in you Hammer Editor\tools\ folder, if there is, copy it to your ZHLT folder.
Daubster: hehe, ill try to do something about that
Its either lights.rad, or valve.rad. Check which one has the most entries and add those texture names with their values i posted earlier in there.
Make sure you load this rad file in your compiler. If you're using Hammer, i can't tell you how, but if you're using a third party compiler front end (like my Compilator), you can easily open the light file in there and compile it.
That Airflow Control sign sticking out in the void doesn't look too realistic. Move it down a bit so that it's fully inside the walkway.
i added some screenies on new textures i just made and i removed those imgs daubster didnt like lol.
muz, so where exactly is the lights file thingie?
I think the outside walls could use more gadgets spammed around them. Go for pipes/wires/vents, etc.
The new sky looks far better, too.
I'd suggest removing those 3 useless pictures at the bottom of your post; they just make scrolling down take longer.
Here:
mod_light1a 240 240 210 4500
mod_light2a 190 30 30 5000
mod_light3a 45 45 245 5000
mod_light3b 135 135 245 5500
mod_light4 252 200 105 5000
mod_lights1a 255 230 205 5000
mod_lights2a 240 120 120 16000
mod_lights3a 150 120 240 8000
mod_lights4a 120 230 160 6500
mod_thinlighta 135 135 245 2500
mod_thinlightb 240 220 170 3000
mod_labsideligh 140 140 200 10000
mod_spot1 220 240 255 500
mod_screena 50 140 240 1500
mod_screenb 50 140 240 1500
mod_screenc 50 140 240 1500
mod_screend 50 140 240 1500
mod_screene 50 140 240 1500
mod_screenf 50 140 240 1500
mod_screeng 50 140 240 1500
mod_screenh 50 140 240 1500
mod_screeni 50 140 240 1500
mod_screenj 50 140 240 1500
mod_screensa 50 200 240 600
mod_screensb 50 200 240 600
mod_electro2a 50 140 200 800
mod_electro2b 50 140 200 800
mod_electro2c 50 140 200 800
mod_electro2d 50 170 200 800
mod_elec1a 50 240 200 1000
mod_contpan1a 50 190 200 800
mod_labcab2a 50 120 220 500
mod_labcab2b 50 120 220 500
mod_labcab2c 50 120 220 500
mod_labcab2d 50 120 220 500
tech_dwb_lightg 240 240 210 1000
Add those to your lights file, save it, remove all your light entities, recompile and let there be light (from your textures, not the light entities)!
-Decals must be applied to a world brush (if you want them on a brush-based entity, you must apply the decals BEFORE you change the brush to-entity.
-Don't move the brush that has the decals, or try to select the decals themselves to move them--they will not show up after compile.
-if decals are on a sliding door and the door is recessed in a wall, the decals won't be rendered. (making the recessed area hollow and lit should fix this)
That texture theme looks pretty familiar to me, as i used it in one of my maps as well, and i already have the correct light brightness values for it. So what wad(s) did you used?
EDIT: Muzz beat me to it.
20000 should be a good starting brightness for big fluorescent lights. Kinda depends on the size of the brush too, so experiment with different brightness values.
Muzz: thanx. yes i guess i might change the sky box... hey, you know im having trouble with light. i want the light brush to atcually be bright and give out some light by itself or atleast look like so, but as you see in my screenies, i wasnt really able to do that. any tips?
i was also thinking about adding cool features, like when you go outside (in the space) you will get freeze damaged. i was also thinking about making whole buildings explode and stuff... but thats for later.
But i agree on the useless outside lights. You can place a couple of (usually red) dim lights here and there, but no real lighting as in potatis's picture.
If you still want outside lights, then make sure that there's actually something important to light, such as docking ports for spacecrafts.
Also, get a different skybox texture. Xen skies don't fit very well, instead, use the space skybox (type space in the environment map (cl_skyname) property).
I guess that the #2 makes at least a little bit more sense than #1.
The new screenshot looks even better than the others, now show us the inside
edit: new screenie.
Everything else is just perfect.
edit: i just added a new screenie.
anyways, i uploaded some screenies of the map ingame.
Writing reviews is what all true cows strive for
http://www.youtube.com/watch?v=inKYdPoy8t4
Teach him mooree
Edit : 5 hours because i started in a day ( 2 hours) and completed it next day ( 3 hours) .