light emitting textures Created 19 years ago2004-08-05 18:44:29 UTC by cyanide cyanide

Created 19 years ago2004-08-05 18:44:29 UTC by cyanide cyanide

Posted 19 years ago2004-08-05 18:44:29 UTC Post #48209
im making a wad file and was wondering how you make a custom light emitting texture
Posted 19 years ago2004-08-05 20:17:24 UTC Post #48246
you just add the name of the texter to your "lights.rad" file like this...

<Name> <R> <G> <B> <brightness>
~LIGHT3A 255 128 128 2000

if you dont have a lights.rad then just make a text file add the settings and save it as "lights.rad" then put it in the same location as your compile tools and it gets run automaticly when you compile. (aka C:Program FilesZHLTlights.rad)
Posted 19 years ago2004-08-05 21:21:47 UTC Post #48270
Well hopefully you understand the basic's of lights.rad - its a normal texture, you don't have to do anything special about it. All that you need to worry about is adding its name to lights.rad
Posted 19 years ago2004-08-05 21:39:03 UTC Post #48277
or you could make a specific wad for your map (chumsmap.rad) and put -lights chumsmap in the rad line.
Posted 19 years ago2004-08-06 02:18:12 UTC Post #48320
I don't think he is talking about that.
im making a wad file and was wondering how you make a custom light emitting texture
To my understanding, I think he means like a fade texture kind of thing. A custom light emitting texture. All you do is make a brush coming from the light, and make it an appropriate texture, something like fade texture or white would look best. Then tie that to func_illusionary, with its render mode set to additive, and its FX ammount set to a number, depending on how transperant you want it to be [0-Nothing 255-Not transparent at all]. I would use about 80ish.
Trapt Traptlegend
You must be logged in to post a response.