Created 16 years ago2008-09-18 10:32:26 UTC by FresheD
Valve's original map probably had the window light filtering in from a skybox, not a white texlight. It's a nice light blue, rather than plain white.Nah, I mean the long row of small windows at the highest stickin' out sorta roof part, where the 3 long lamps hang. I took the screenie from the wrong side, because at the other side you can see some bright white hidden by a see true-able window texture. However, when I did the same my white literally bursted out the whole area. Comments?
Ah, well I seem to recall there being a couple of the white texlight textures, maybe there's one in there with the correct lighting. I might be mistaken though.I tried all the white textures, but all of them gave too much light. Perhaps there is a way to adjust the light setting that a certain texture gives?
omnni lightsWut?
I tried all the white textures, but all of them gave too much light. Perhaps there is a way to adjust the light setting that a certain texture gives?You need to use the lights.rad file, but that means you'll have to include it as custom content with your map.
You need to use the lights.rad file, but that means you'll have to include it as custom content with your map.No, light data (RGB and brightness values) are directly compiled into the bsp, so you don't have include the rad file as custom content.