lights.rad need or no need Created 19 years ago2005-07-07 02:10:48 UTC by Half-dude Half-dude

Created 19 years ago2005-07-07 02:10:48 UTC by Half-dude Half-dude

Posted 19 years ago2005-07-07 02:10:48 UTC Post #119306
Sup all it's me :roll: Half-dude.

Now the subject might make me sound like an idiot but its not what you think. I was wondering, if I added a new entry into the lights.rad and compiled a map using that added textlight texture would I need to put a copy of the custom lights.rad into my mod directory. Or would all the textlight data just be compiled into the BSP?

So in short I want to know if I need to put the custom lights.rad in my mod directory and if so then were?

Thank you all
Posted 19 years ago2005-07-07 02:23:04 UTC Post #119309
No you need to put it in your zhlt directory and when you publish the map include the file in the zip! ;)
Posted 19 years ago2005-07-07 03:56:54 UTC Post #119319
That's nonsense, Elon.

Half-dude, all lighting information is compiled into the ZIP. Only HLRAD uses lights.rad. There is no need to distribute it (unless you're dishing out the RMF/MAP too, in which case people wouldn't be able to get the lighting right).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-07 04:59:53 UTC Post #119325
You mean that I don't have to include the lights.rad in the zip if I'll publish a bsp file with a costum texlight? :nuts:
Posted 19 years ago2005-07-07 06:37:04 UTC Post #119343
So in a custom game there is no need to include the custom light.rad, which is just like I said, right?
Posted 19 years ago2005-07-07 06:44:57 UTC Post #119344
Yes.

Elon: of course not. No map lighting is done at play-time, basically, except for very low-resolution flashes from explosions, etc.
Seventh-Monkey Seventh-MonkeyPretty nifty
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