custom lights.rad Created 17 years ago2006-08-14 20:13:01 UTC by blackdragon1157 blackdragon1157

Created 17 years ago2006-08-14 20:13:01 UTC by blackdragon1157 blackdragon1157

Posted 17 years ago2006-08-14 20:13:01 UTC Post #193442
Is there a way to have custom lights.rad file for each map I'm working on? (Prolly answered someplace else....but i sure cant find it)
Posted 17 years ago2006-08-14 20:40:29 UTC Post #193444
Yup and it's really easy.

In your Valve Hammer Editormaps folder, simply add a file called:

yourmapname.rad

and place your custom textlights in there.

Note: If you have only one textlight, and the brigtness is under 50--or it might be below 25...can't remember--, the compile tools will spit back an error saying you have no lights, even though you do.
Posted 17 years ago2006-08-14 20:49:32 UTC Post #193445
It didn't work.....and i even checked my compile log which states:

[Reading texlights from 'C:PROGRA~1VALVEH~1zhltlights.rad']
[63 texlights parsed from 'C:PROGRA~1VALVEH~1zhltlights.rad']

:x
Posted 17 years ago2006-08-14 20:59:07 UTC Post #193448
erase the origianl one in your zhlt folder, or change the extension from lights.rad to lights.xxx

I forgot about the default one that comes with zhlt :oops:

Also, make sure your custom radfile's name matches your mapname!
Posted 17 years ago2006-08-14 21:03:27 UTC Post #193449
lol....renamed it....made sure name matched....now it's not loading any file...... argh
Posted 17 years ago2006-08-14 21:05:39 UTC Post #193450
Hmmm. We're forgetting something, but I don't know what. Post the contents of your radfile?
Posted 17 years ago2006-08-14 21:07:45 UTC Post #193451
ok...its lights.rad sans the one texture i didn't want:

+0~WHITE 255 255 255 100
+0~GENERIC65 255 255 255 750
+0~GENERIC85 110 140 235 20000
+0~GENERIC86 255 230 125 10000
+0~GENERIC86B 60 220 170 20000
+0~GENERIC86R 128 0 0 60000
GENERIC87A 100 255 100 1000
GENERIC88A 255 100 100 1000
GENERIC89A 40 40 130 1000
GENERIC90A 200 255 200 1000
GENERIC105 255 100 100 1000
GENERIC106 120 120 100 1000
GENERIC107 180 50 180 1000
GEN_VEND1 50 180 50 1000
EMERGLIGHT 255 200 100 50000
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
+0~LIGHT1 40 60 150 3000
+0~LIGHT2A 255 255 255 10000
+0~LIGHT3A 180 180 230 10000
+0~LIGHT4A 200 190 130 11000
+0~LIGHT5A 80 150 200 10000
+0~LIGHT6A 150 5 5 25000
+0~TNNL_LGT1 240 230 100 10000
+0~TNNL_LGT2 190 255 255 12000
+0~TNNL_LGT3 150 150 210 17000
+0~TNNL_LGT4 170 90 40 10000
~LIGHT4A 200 190 130 11000
+0LAB1_W6D 165 230 255 4000
+0LAB1_W6 150 160 210 8800
+0LAB1_W7 245 240 210 4000
SKKYLITE 165 230 255 1000
+0~DRKMTLS1 205 0 0 6000
+0~DRKMTLGT1 200 200 180 6000
+0~DRKMTLS2 150 120 20 30000
+0~DRKMTLS2C 255 200 100 50000
+0DRKMTL_SCRN 60 80 255 10000
~LAB_CRT9A 225 150 150 100
~LAB_CRT9B 100 100 255 100
~LAB_CRT9C 100 200 150 100
~LIGHT3A 190 20 20 3000
~LIGHT3B 155 155 235 2000
~LIGHT3C 220 210 150 2500
~LIGHT3E 90 190 140 6000
~LIGHT3F 255 255 255 5000
C1A3C_MAP 100 100 255 100
FIFTIES_MON1B 100 100 180 30
+0~LAB_CRT8 50 50 255 100
ELEV2_CIEL 255 200 100 800
YELLOW 255 200 100 2000
C14_LIGHT_BIG00 160 170 220 567
SUBWAY_LIGHTS 160 170 220 8000
grate_light_ury 160 170 220 8888
quaintLight1bar 160 170 220 8888
C14_LIGHT_null 160 170 220 200
comp_lights2 255 200 100 200
light_newblue 123 123 255 2222
C3A2_LIGHT 255 255 128 4567
hera_light1 0 128 255 2000
LITEPANEL1 160 170 220 4000
+0~GYMLIGHT 255 255 255 8000
Posted 17 years ago2006-08-14 21:11:30 UTC Post #193453
Are you using at least one of them in your map?

If that's not it, I'm sorry, but I'm stummped :aggrieved:!

The only other thing I can thinkg of is if your using old version of the compile--what version are you using?--tools that doesn't suppor this function?! [/longshot]
Posted 17 years ago2006-08-14 21:15:46 UTC Post #193454
Use batch compiler to compile your maps, it works in it. HLCC is good for beginners and nem's batch compiler is for advanced users. Both of them can be found in slackillers programs.(check TWHL's links page)
Posted 17 years ago2006-08-14 21:16:52 UTC Post #193455
im using zhlt 3.0.....tried both hammer 3.4 and 3.5...and im using about 8 of those textures
Posted 17 years ago2006-08-14 21:30:04 UTC Post #193457
Yeah Elon, but it should work fine without HLCC, which is the problem we're trying to figure out here.

The only thing I can think of off-hand that nullifes the mapname.rad file is a cordon compile, and I think that's only for 3.5...

Well I have no idea, so let me ask you the basic information again:

What is your mapname?
Is your mapname.rad in your Valve Hammer Editor/ maps folder?
Expert or regular compile?
Are you using cordon?
Are you using custom textures?
Are you using any other programs like HLFix?

/reaching
Posted 17 years ago2006-08-14 21:30:33 UTC Post #193458
Batch compiler compiles with no connction to hammer. It uses ZHLT also but it usally have most of the options listed so it's easier to oporate. Plus it compiles faster.
Posted 17 years ago2006-08-14 21:32:33 UTC Post #193459
Don't let's make this a batch compiling is better thread. Captain P doesn't use it, and he's a better mapper than both of us!

The point is, it's personal preference, and it had no bearing in solving the current problem :|
Posted 17 years ago2006-08-14 21:32:55 UTC Post #193460
questions
yes
regular
no
no
no

The batch compiler works BTW.....however, I would like to figure out why it isnt workin for hammer
Posted 17 years ago2006-08-14 21:38:31 UTC Post #193461
Rowleybob, I wasn't turning it into a batch compiling is better thread, I was just advicing it to use it, for it has an option to include another lights.rad that isn't the regular one, nor the one with the map name.

As for Captain P, he might be a better mapper then both of us but what does that got to do with compiling. He is wrong in that matter, although you think he can't, he can, he isn't a god.

Edit:

Search ZHLT.info(links page) for a parameter that will let you include another lights.rad. If there is then good, if not...
Posted 17 years ago2006-08-14 21:40:13 UTC Post #193462
Still stumped...

What compile paramaters are you using--if any?

Maybe check/post your game configurations settings?!

I really have no idea why this isn't working... :zonked:
Posted 17 years ago2006-08-14 21:41:59 UTC Post #193463
ZHLT.info

Edit:
-lights file Manually specify a lights.rad file to use.

A single .rad file can be added to the compile manually, in addition to the defaults of lights.rad and mapname.rad
Posted 17 years ago2006-08-14 21:45:09 UTC Post #193464
Elon: you shouldn't have to add a parameter to include a mapname.rad file--I never have, and I use custome radfiles for all my maps.
Posted 17 years ago2006-08-14 21:46:16 UTC Post #193465
lol....i'll just use the batch....there is a switch for RAD, but I REALLY dont feel like screwing around with expert mode.....
Posted 17 years ago2006-08-14 21:47:09 UTC Post #193466
wow...with 10 seconds of each other
Posted 17 years ago2006-08-14 21:47:09 UTC Post #193467
Read it carefully, it says in addition to those. Besides it's from ZHLT.info, not mine.
Posted 17 years ago2006-08-14 21:47:14 UTC Post #193468
Well sorry I failed you... maybe somebody smarter will have the answer!
Posted 17 years ago2006-08-14 21:48:21 UTC Post #193469
lol.....damn....and i heard u were pretty smart to begin with.... (hits knees) I AM DOOMED!!.......lol
Posted 17 years ago2006-08-14 21:49:18 UTC Post #193470
You don't need to screw with the expert mode, normal has additional parameters box.
Posted 17 years ago2006-08-14 21:50:27 UTC Post #193471
I thought that was for ure map....like for -console kinda things
Posted 17 years ago2006-08-14 21:51:59 UTC Post #193472
Nope it's for the compiler.

Maybe thats the problem, normal doesn't recodnice the mapname rad files, only the expert does, it's just a guess.
Ask unbreakable, he uses normal compiling mode.
Posted 17 years ago2006-08-14 21:54:03 UTC Post #193473
<trying it>
Posted 17 years ago2006-08-14 21:54:47 UTC Post #193474
Whoops... I ment- Not sure if you can't use other compiling parameters, but checking wont hurt, it just wont affect anything.
Posted 17 years ago2006-08-14 21:58:15 UTC Post #193475
ELON GOT IT!

The mapname.rad thingie only works in expert compile--just tried it.!!!

ELON FTW!!1 ^_^

And btw, you can only add compile parameters in expert compile ;)
Posted 17 years ago2006-08-14 22:14:26 UTC Post #193476
Thanks for all the help guys :D
Posted 17 years ago2006-08-14 22:16:11 UTC Post #193477
/me reads over this thread.

:|

slaps Elon
slaps rowleybob
Archie ArchieGoodbye Moonmen
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