Source textlights (lights.rad) Created 15 years ago2009-01-08 07:42:04 UTC by Captain Terror Captain Terror

Created 15 years ago2009-01-08 07:42:04 UTC by Captain Terror Captain Terror

Posted 15 years ago2009-01-08 07:42:04 UTC Post #261272
I'm experimenting with textlights for ep2, and the lighting looks great(plus i like the added shadow and hdr options)but the texture faces themselves don't show any light.

Is there anyway to make the faces show like as they did in goldsource? I fiddled with "minimum light level" and other stuff but to know avail. I'm going to try some render options next?

I read everything i could find on lights.rad, but i'd appreciate any tips anybody might have on their configuration and use... (I heavily depended on texture lighting for goldsource)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-08 21:36:51 UTC Post #261298
Isn't there some setting when making/compiling the vmt that determines whether or not it emits light?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-01-09 19:01:02 UTC Post #261336
I didn't even know there were textlights in Source. I always use point-entity lights. I know there is a line of code within the materials .vmt file which determines how much the areas (created using the Alpha map) light up and what colour the light is but I don't think that this emits light like a GldSrc textlight does.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-10 09:12:12 UTC Post #261361
http://www.interlopers.net/tutorials/1834

Texlights are possible in Source, however.. I highly recommand using light entities such as light and light_spot. You have to understand there are some big difference between Source and goldsource, one being lighting. Lighting is dynamic in source and texlights just don't come out that nicely. :\
Posted 15 years ago2009-01-10 11:40:26 UTC Post #261363
Valve used sexy white texlights in the Citadel. They really glow nicely in HDR ;D
Habboi HabboiSticky White Love Glue
Posted 15 years ago2009-01-11 00:07:50 UTC Post #261374
:rly: Lighting in Source isn't dynamic. That's what RAD is for in the compile process. The flashlight and light_dynamics are dynamic, yeah, but any other form of lighting isn't.
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