need entire lights.rad Created 19 years ago2004-10-21 23:19:25 UTC by a3sor a3sor

Created 19 years ago2004-10-21 23:19:25 UTC by a3sor a3sor

Posted 19 years ago2004-10-21 23:19:25 UTC Post #68202
i have lights.rad but it only finds some of the textures i have used in my map. i only use textures from cstrike.was and halflife.wad, does nebody know where i can find the lights.rad file for these wads??
Posted 19 years ago2004-10-22 01:24:05 UTC Post #68207
why dont you just manually type in the texture name, RGB, and brightness??? like "pooop 255 255 255 100"
That would make the texture pooop white with a brightness of 100
TheGrimReafer TheGrimReaferADMININATOR
Posted 19 years ago2004-10-22 01:34:09 UTC Post #68208
You can also make any texture emit light without using lights.rad, by making the brush a func wall, and entering values for:

'fx color(R G B)'(color only)--255 255 255

and

'minimum light level'(for brightness)--1000
Posted 19 years ago2004-10-22 01:38:32 UTC Post #68210
There's a tutorial on this.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-22 01:40:14 UTC Post #68213
I like using the .rad because it only lights that texture, and not the whole brush...
TheGrimReafer TheGrimReaferADMININATOR
Posted 19 years ago2004-10-22 01:49:05 UTC Post #68221
That's Pretty cool. It makes sense, but i didn't realize it. :)
Posted 19 years ago2004-10-22 01:52:34 UTC Post #68224
Plus rowley's idea isn't actually a light :|
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-22 02:10:54 UTC Post #68226
well i made the entire map then textured it, and only like 3 of the textures were in the lights.rad :S but i jus put in light enviroment and it worked so im all good now
Posted 19 years ago2004-10-22 02:59:42 UTC Post #68230
If you want the ORIGINAL half-life lights.rad used by valve, copy all information from valve.rad (should be in the same directory as lights.rad) and paste it into your lights.rad.
Trapt Traptlegend
Posted 19 years ago2004-10-22 03:29:25 UTC Post #68235
Or download the example map on Texture Lighting, which Seventh hinted to. It's written by him and contains a useful lights.rad file.
AJ AJGlorious Overlord
Posted 19 years ago2004-10-22 03:33:56 UTC Post #68238
an easy way to get the texture to emit the exact colour of light you want is to make a light entity and have it be the colour you want the tex light to emit. then just copy and paste the numbers from the light entity next to the texture name in your lights.rad... like grim suggested.

there may be easyer ways to find what numbers make what colours, but that's the way i always do it.
Posted 19 years ago2004-10-22 05:39:08 UTC Post #68254
Most Paint programs have an RGB colour scale you can use...

Rowley, are you trying to decribe texlights in the switchable form?

If you wanna go nuts you can add a line to your fgd to give every entity the possibility to emit light, and be switchable...

(I found a great little "tutorial" while searching after I posted the 'gay little aim map' in teh vAULT..........)

..........
Posted 19 years ago2004-10-22 14:12:22 UTC Post #68367
(I found a great little "tutorial" while searching after I posted the 'gay little aim map' in teh vAULT..........)
What?

I think I'll start deleting replies to tutorial-covered questions other than ones just posting a link to the tutorial or people won't learn.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-23 15:43:19 UTC Post #68626
PaLO, I saw that switchable textlights tut as well, but i don't see the point. Correct me if I'm wrong but you get the same effect as that by making the brush a func wall and adjusting rgb and brightness settings.
Posted 19 years ago2004-10-23 15:54:10 UTC Post #68628
Erm, you're wrong.

Almost certain on that, they won't actually emit light, just glow un-RAD-edly.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-23 15:54:20 UTC Post #68629
Oh and Seventh you keep complaining that no one is referencing your 'text light tutorial"...it's obvious we need a more comprehensive tut. on the subject, considering the questions coming up in here. Like, what's the difference between using the text func from modifying your fgd, using the light properties in func wall and others, and using lights.rad.

Oh, and what i think the guys wants to know, is the lights.rad file that has only 60 entries in it--like the one in your example--the most complete set out there, and is it the same as the valve.rad file trapt speaks of?
Posted 19 years ago2004-10-23 16:23:13 UTC Post #68635
No, it's slightly customised by me. It's got a few more entries.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-24 04:12:58 UTC Post #68731
Did you changed your own lights.rad 7th, yours was emmiting lights from glass remember??
Posted 19 years ago2004-10-24 04:15:11 UTC Post #68732
In valve.rad the glass_bright emits light.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-10-24 04:20:20 UTC Post #68734
Uh, no it does, I added that as I solely use GLASS_BRIGHT for external-touching windows.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-24 05:57:19 UTC Post #68741
Yuppers your right,the texture glows but shines zero light on the surrounding area using func wall.
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