Texture 'fit' and Flashlight Created 16 years ago2008-06-14 19:04:16 UTC by yousifucv yousifucv

Created 16 years ago2008-06-14 19:04:16 UTC by yousifucv yousifucv

Posted 16 years ago2008-06-14 19:04:16 UTC Post #251244
Hi,
When I make a huge wall in my map, or any surface, and then 'fit' the texture the flashlight always illuminates the whole wall. Now I know why, because the small texture has been stretched, is there any way around this, where the flashlight radius stays the same as normal?

Thanks,
Yousif.
Posted 16 years ago2008-06-14 19:20:12 UTC Post #251245
why would you want to stretch a texture? most which would be used for walls in the first place tile.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-06-14 20:57:03 UTC Post #251252
Well its not just limited to walls. I may make big boxs, and stretch the box textures on their faces, they'll still have this problem.
Posted 16 years ago2008-06-14 21:09:23 UTC Post #251253
Stretching textures means stretching patches. The flashlight illuminates patches, not world geometry. Shrinking textures will also make your flashlight radius smaller.

If you're desperate, change the size of the actual BMP, then apply the new, stretched BMP instead of using Hammer to resize it. It'll look less smooth, but at least your flashlight will put out consistent lighting.
Posted 16 years ago2008-06-14 21:41:56 UTC Post #251254
I was hoping it wouldn't come to that, but thanks for the help.
Posted 16 years ago2008-06-14 23:08:33 UTC Post #251255
-notexscale will set all patches to the default scale of 1 regardless of the texture size. sounds like you need to add that in the command line of rad to fix your prob.

its likely going to increase the number of patches though, thats why its not recommended, but if you handle your mapping right, its no biggy.

FIT is useful, but I usually use it to quick match a button texture to the brush, or similar. Not so much a huge wall unless you have a texture specific to the wall and stuff.
Rimrook RimrookSince 2003
Posted 16 years ago2008-06-16 19:48:25 UTC Post #251257
Hmmm, I added -notexscale to my .bat like so "hlrad -notexscale de_map", and it still has the same problem.
The compiling log did actually say that texscale was 'off'.

Any ideas?

Can someone please really quickly if this -notexscale method works?
(Just make a room, 'Fit' the textures on its surfaces and play it, does the flashlight illuminate the entire surface?)
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