info_texlights Last edited 11 months ago2024-01-08 12:53:22 UTC

info_texlights - Point Entity

This entity is available in ZHLT and forks such as VHLT but it is not available in the original Quake/Valve tools.

This entity can act as a replacement for a lights.rad and <mapname>.rad file, in that it simply resides within the map as a point based entity. The usefulness of this is that each map can have its own unique ambient texture lighting applied to it, and those settings will travel with the map and not affect any other maps. There is a third alternative if you want the map-specific texlight values to be its separate file, and that is to have a RAD file named <mapname>.rad placed alongside <mapname>.map.

Usage of the entity is much like that of the multi_manager. To add an entry (take smart-edit off if you are using the Valve Hammer Editor/Worldcraft) and add key-value pairs in manually; the key should contain the name of the texture to apply lighting to, and the value a set of 4 numbers representing the red green blue luminosity(brightness) of the texture, just as you would in the lights.rad and <mapname>.rad file.

The presence of this entity will not override the lights.rad and <mapname>.rad file - both the values specified in this entity and the lights.rad and <mapname>.rad file will be used by HLRAD assuming they are distinct. In the case of duplicate entries, the latest one takes priority over the first one (if you have LIGHT1 255 0 0 which is red and LIGHT1 0 255 0 which is green, green takes over red). Worth mentioning that lights.rad and <mapname>.rad is read first and info_texlights are read last.

2 Comments

Commented 3 years ago2021-08-12 14:31:47 UTC Comment #103668
The presence of this entity will not override the lights.rad file - both the values specified in this entity and the lights.rad file will be used by HLRAD.
Yeah, but which one takes precedence? If both contains texlight entry for the same texture, which one will be used?
Commented 1 year ago2023-12-05 17:48:04 UTC Comment #105699
It's worth noting that, as with lights.rad, you can add a fourth value for intensity
e.g.

LIGHT1 150 200 255 2000

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