Created 3 years ago2021-01-06 12:52:46 UTC by sindikatas
> "Stuff"
Becomes:
"Stuff"Or use this: OR
[quote=Admer456]something[/quote]
Admer456 said:something
func_detail
was introduced in Vluzacn's ZHLT version 25. I don't think I've ever heard about the compile tools you linked to (P2ST), but some searching and auto-translating suggests that it was developed entirely separate from the ZHLT 'family', and that it's somewhat related to the Xash3D engine? How does it compare to the latest VHLT tools?Did you try to compile with -extra enabled for your qrad/hlrad/p2rad/whatever light compiler you use?uoted textYep, didn't help.
4) You can also try removing the light entity and making the texture emit light instead.That's too far from what I want to do.
according to the ZHLT Version history, func_detail was introduced in Vluzacn's ZHLT version 25.I use J.A.C.K and the ZHLT version it came with is v33, but strangely I have no func_detail in my editor.
can you show a screenshot - or better, upload your map to the vault (or at least the problematic part of it) so we can have a look at it? Without that, we can only guess.Sure.
func_wall
, set its 'Minimum light level' (_minlight) to 0. It was set to 1, making it fullbright.func_water
is trickier: apparently water textures (textures whose name starts with an exclamation mark) are always rendered fullbright by the engine. If you don't need the water surface to be wavy then you can use a non-water texture instead. Otherwise, you can set the func_water
's 'Render Mode' to 'Texture', with a fairly low 'FX Amount'. That'll make the water more translucent, reducing its brightness against a dark background.func_detail
, it's a brush entity, so it won't show up in the list of point entities. But if you're turning a brush into an entity and still don't see func_detail
in that list, then perhaps you've got an older zhlt.fgd file?To fix the func_wall, set its 'Minimum light level' (_minlight) to 0. It was set to 1, making it fullbright.Indeed it was. But my problem is that the borders of the light are fullbright too. According to this tutorial (https://twhl.info/wiki/page/Tutorial%3A_In_the_Beginning_Part_4), if I set the brush as a func_wall, and give non-light textures to the borders, the borders shouldn't light up.
The func_water is trickier: apparently water textures (textures whose name starts with an exclamation mark) are always rendered fullbright by the engine. If you don't need the water surface to be wavy then you can use a non-water texture instead. Otherwise, you can set the func_water's 'Render Mode' to 'Texture', with a fairly low 'FX Amount'. That'll make the water more translucent, reducing its brightness against a dark background.I see, it makes sense. I started to think this was the case when I remembered finding it strange that water is somewhat lit up in dark tunnels in Thief: The Dark Project. It came out the same year as Half-Life, so I thought it could be some sort of technical limitation of the time.
As for func_detail, it's a brush entity, so it won't show up in the list of point entities. But if you're turning a brush into an entity and still don't see func_detail in that list, then perhaps you've got an older zhlt.fgd file?Ah, I was using the halflife.fgd file that came with J.A.C.K. Now I use the zhlt.fgd file and I now have func_detail in the editor. Thanks!
func_detail
brushes to cover the sides. Though I think it's easier to just make that texture emit some light, either by adding an entry to your compile tool's lights.rad file, or by adding an info_texlights
entity to your map, as blsha already mentioned.