Created 17 years ago2007-12-16 00:58:58 UTC by doodle
How to use:
info_texlights
This is special entity that Zoners Compile Tools uses to extract light data for a compile. It is very simple to use and Half-Life doesn't use it so it simply won't spawn making it a error free replacement for a .rad file.
How to use:
Create an entity, any entity, and rename it to info_texlights. Hammer will automatically disable smartedit because it does not recognise the entity. This is a good thing because you don't want to use smartedit. Now, lets say you have a light texture and want it to emit, hey, light. Edit the info_texlights and ADD a keyvalue. In the 'key' box enter the name of your texture, eg, mylight01. in the value box, enter the colour and brightness values, just like you would in a light.rad file. (red, green, blue, brightness) Its that simple. You can have as many entries as you want.
The only reason I use a .bmp is if I want the image to STAY crisp and clean. You can edit a .bmp and it will never change.Same goes for PNG. BMPs are uncompress, while PNGs use lossless compression.