texture light problem Created 17 years ago2007-10-13 07:02:21 UTC by Striker Striker

Created 17 years ago2007-10-13 07:02:21 UTC by Striker Striker

Posted 17 years ago2007-10-13 07:02:21 UTC Post #236267
Please help me.
I know the textures beginning with "~" are light textures.But when I put them they emit no light.I tried to put them in the light.rad but the same thing:no light.If I put in lights.rad textures that are not light textures by default,they emit lights.
Should I put the name of the default textures in "lights.rad" without the "~" ?
Striker StrikerI forgot to check the oil pressure
Posted 17 years ago2007-10-13 07:20:45 UTC Post #236268
No.
All the signs in the original texture name is required.

Is the lights.rad file situated where it should be?
In the tools folder?
Where the rad, cfg, bsp and vis tools are.

example, "C:/program files/Valve Hammer Editor/tools/ZHLT"?
Im assuming that you use ZHLT. If not, do so.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-13 07:34:47 UTC Post #236269
yeah............I'm using Zhlt only in the final phase when the map is done.
Striker StrikerI forgot to check the oil pressure
Posted 17 years ago2007-10-13 08:05:53 UTC Post #236270
what? you should be using zhlt for every compile....
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-10-13 08:59:35 UTC Post #236271
do you mean you use ZHLT to compile the map or just to create / run the .BSP?

If you're using the lights.rad file... which you should, and you're using a non-standard HL light texture which it sounds like you are, you need to add the name of the texture onto your lights.rad file at the end of the list, which the required colour and brightness parameters, ie:

~BRIGHT_LIGHT01 546 545 545 40000
Posted 17 years ago2007-10-13 09:11:49 UTC Post #236272
~LIGHT5F 255 255 255 17000

That is one of the light textures i use. Its in the half-life wad. You can see that all of the characters, including the ~, are included.
Also, i beleive its case sensitive, make sure the texture in the lights.rad, has capitlized letters, and lowercase letters, according to the texture name. I remember almost all of the halflife light textures being all caps, like the one i used above

edit: why dont you post the lights.rad line for the texture thats not working, i might be able to figure out the problem. just copy and paste like i did at the beginning of this reply
Posted 17 years ago2007-10-13 09:16:50 UTC Post #236273
I was talking about the original light textures.They don't emit light only a few of them. And now I have a very stupid problem(aaarghhh!!!) :nuts:

http://img528.imageshack.us/img528/4837/stupiderrordh4.jpg

http://img124.imageshack.us/img124/4031/error911jk4.jpg

and this is before that error. Sorry for big images.
Striker StrikerI forgot to check the oil pressure
Posted 17 years ago2007-10-13 09:34:05 UTC Post #236276
it has some kind of problem with your skybox, not sure what, that is a weird error. I dont know, maybe its too big? :
Posted 17 years ago2007-10-13 09:48:53 UTC Post #236277
I think that ur skybox is too large, try it with less colours. I had a similar error one time.
Posted 17 years ago2007-10-13 10:01:13 UTC Post #236278
why is it i do the CRAZIEST things in hammer, yet i never get any weird errors? :lol:
Posted 17 years ago2007-10-13 10:02:50 UTC Post #236279
This has got nothing to do with size or colors.

Striker, goto your cstrike directory, there should be folder named gfx, and inside that, a folder named env. Delete/move/backup the contents of the env folder (so that its empty), then fire up your map again and see if the sky works now. If it does, you can be sure that the sky texture got damaged. Be deleting/moving it, cstrike is forced to use the sky texture from the GCF files.

Also, be sure you run OpenGL.
Posted 17 years ago2007-10-13 10:08:29 UTC Post #236281
The "~"-sign doesn't have anything to do with it(it's just used to more easily find light-textures in the texture-browser), any texture could give off light as long as it is referenced in the lights.rad. Furthermore not all "~"-textures in the halflife.wad is referenced in the lights.rad so you might need to add them in manually.

And make sure the lights.rad is placed in the same folder where your compiling tools are. I think its case-sensative so make sure you match the texture name EXACLTY.
Posted 17 years ago2007-10-13 10:11:05 UTC Post #236282
oh, i thought he meant that he was adding textures to the lights.rad and they werent emitting light. That explains it, you gotta add the textures manually.
i think its case-sensative
i knew it :biggrin:
Posted 17 years ago2007-10-13 10:11:36 UTC Post #236283
It doesn't :(
Striker StrikerI forgot to check the oil pressure
Posted 17 years ago2007-10-13 10:14:38 UTC Post #236284
what doesnt? :tired:
Posted 17 years ago2007-10-13 10:20:05 UTC Post #236285
This has got nothing to do with size or colors.

Striker, goto your cstrike directory, there should be folder named gfx, and inside that, a folder named env. Delete/move/backup the contents of the env folder (so that its empty), then fire up your map again and see if the sky works now. If it does, you can be sure that the sky texture got damaged. Be deleting/moving it, cstrike is forced to use the sky texture from the GCF files.

Also, be sure you run OpenGL.
Now the sky is working! yepii!!!!!!!!! :biggrin:

It's weird but I've removed the half-life2.Wad from the list because I was suspicious (it had a sky too,but I didn't use that sky thought)And now works
Striker StrikerI forgot to check the oil pressure
Posted 17 years ago2007-10-13 10:27:31 UTC Post #236286
Which texture are you trying to use?

Also, inside lights.rad the column most to the right is the one which controls the brightness of the texture-light, if it's set to 0 it will emit no light at all. Remember that texture-lights aren't as strong as point-entity-lights, while a light-entity lights pretty good with a 200 brightness-value the texture-light might need a brightness of at least 1000 to light up decently.
Posted 17 years ago2007-10-13 10:32:56 UTC Post #236287
might need a brightness of at least 1000
what? how come i need mine at least 38000, before they are decently lighted? :zonked:
Posted 17 years ago2007-10-13 10:35:40 UTC Post #236288
Because you're probably using a small light texture (16x16 maybe).
Posted 17 years ago2007-10-13 10:37:08 UTC Post #236289
64x16 :P
Posted 17 years ago2007-10-13 10:40:08 UTC Post #236290
what? how come i need mine at least 38000, before they are decently lighted?
You may be right on that, I haven't used them for a while...
Posted 17 years ago2007-10-13 12:13:22 UTC Post #236298
User posted image
Is this the column that controls the brightness?
Striker StrikerI forgot to check the oil pressure
Posted 17 years ago2007-10-13 16:33:32 UTC Post #236317
Posted 17 years ago2007-10-13 16:38:05 UTC Post #236318
Dude, those numbers are waaay to low to cast any light ingame. You need a brightness of at least 1000 to light up decently.
Posted 17 years ago2007-10-13 16:47:35 UTC Post #236320
k thanx
Striker StrikerI forgot to check the oil pressure
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