Problem with texture lightning [lights.r Created 13 years ago2011-08-10 21:55:31 UTC by Bambucha` Bambucha`

Created 13 years ago2011-08-10 21:55:31 UTC by Bambucha` Bambucha`

Posted 13 years ago2011-08-10 21:57:41 UTC Post #297683
When i try to make my custom texture lighting it doesn't work, but if i use texture what is already in lights.rad file, it works fine. I wrote like this 'mytexture 2x[tab] 255 200 100 1000'.
Posted 13 years ago2011-08-11 03:10:27 UTC Post #297695
Light-emitting textures must have a name starting with a "~" (i.e "~lightfixture")

Rename your texture and come back if it still doesn't work. Also, I'd give it more than 1000 for it to be noticeable, more like 2000-3000 and start tweaking from there.
Posted 13 years ago2011-08-11 05:37:19 UTC Post #297706
That's not true, I've made plenty of RAD entries without that.

OP, post your exact RAD entry, please.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-08-11 07:27:36 UTC Post #297711
Discostu, i've tried already exiting texture without '~', it worked fine. I used de_piranesi lantern texture - 'pi_lantern 255 200 100 1000'.
Posted 13 years ago2011-08-13 19:52:46 UTC Post #297888
Help, please. [BUMP]
Posted 13 years ago2011-08-13 19:59:27 UTC Post #297889
You have to also include the ~ in the lights.rad file. There's no other secret to it.

Have you looked at this?

http://twhl.info/tutorial.php?id=54
Posted 13 years ago2011-08-13 20:31:31 UTC Post #297895
Yes, i have looked at that tutorial, but i couldn't find my answer there. But if it need to be "~" front of the texture, how can you explain me those textures what work without "~" (like texture called "yellow")?
Posted 13 years ago2011-08-13 20:43:31 UTC Post #297897
In that case, I'm lost there. Perhaps someone more knowledged in the subject should step in.
Posted 13 years ago2011-08-13 22:36:13 UTC Post #297902
Yeah, the '~' is not required, but it can be usefull to let you (and perhaps others) know you're dealing with a light emitting texture.

It think the problem is your brightness value:

mytexture 255 200 100 1000

For light emitting textures, that value is way to low. Brightness values easily go beyond 10000. Depending on your texture's dimension, set the value accordingly. Here's how i determine the brightness based on the dimensions:

Spotlight, 16x16, 32x32: between 4000 and 10000
Large ceilling light (like the fifites fluorescent tube lights) 64x64, 64,80: between 10000 and 20000
Posted 13 years ago2011-08-14 09:00:33 UTC Post #297931
Still don't work. I tried to use 4000/10000/20000 even 50000 brithness, still nothing. Tried to put "~" front of texture name, still nothing. Tried to delete func_wall entity and just use normal brush, still nothing. Tried to not clip brush, just use square, still nothing. Tried to use exiting texture on lights.rad file on my brush, still nothing. Try to not connect my brush to other brushes, still nothing. Try to use texture only from one side, still nothing. When i tried to make new brush and use exiting texture from lights.rad, it didn't work. Maybe i have tu put some settings in VHE?
Posted 13 years ago2011-08-14 09:26:58 UTC Post #297932
Make sure the lights.rad you're editing is the one that's being read. I can't remember which one is used, so make sure you've got it in the right place and that there are no others the game/editor could be reading from instead.
Jessie JessieTrans Rights <3
Posted 13 years ago2011-08-14 11:59:55 UTC Post #297935
Valve Hammer Editor/tools/lights.rad is the right direction?
Posted 13 years ago2011-08-14 13:25:18 UTC Post #297940
Yeah that's the one.
Do you have any other rad files in your tools directory?

Also, check your compile log, there might be an error or warning message there.
Posted 13 years ago2011-08-14 13:31:50 UTC Post #297941
If I recall correctly, Hammer also reads lights.rad from the modname/maps directory.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-08-14 18:43:32 UTC Post #297947
No errors from compile log. Only lights.rad file in my computer is at Valve Hammer Editor/tools/lights.rad. But in that direction is another .rad file named valve.
Posted 13 years ago2011-08-14 18:56:55 UTC Post #297948
How many entries are there in lights.rad and how many in valve.rad?
Posted 13 years ago2011-08-14 19:39:32 UTC Post #297950
lights.rad
+0~WHITE 255 255 255 100
+0~GENERIC65 255 255 255 750
+0~GENERIC85 110 140 235 20000
+0~GENERIC86 255 230 125 10000
+0~GENERIC86B 60 220 170 20000
+0~GENERIC86R 128 0 0 60000
GENERIC87A 100 255 100 1000
GENERIC88A 255 100 100 1000
GENERIC89A 40 40 130 1000
GENERIC90A 200 255 200 1000
GENERIC105 255 100 100 1000
GENERIC106 120 120 100 1000
GENERIC107 180 50 180 1000
GEN_VEND1 50 180 50 1000
EMERGLIGHT 255 200 100 50000
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
+0~LIGHT1 40 60 150 3000
+0~LIGHT3A 180 180 230 10000
+0~LIGHT4A 200 190 130 11000
+0~LIGHT5A 80 150 200 10000
+0~LIGHT6A 150 5 5 25000
+0~TNNL_LGT1 240 230 100 10000
+0~TNNL_LGT2 190 255 255 12000
+0~TNNL_LGT3 150 150 210 17000
+0~TNNL_LGT4 170 90 40 10000
+0LAB1_W6D 165 230 255 4000
+0LAB1_W6 150 160 210 8800
+0LAB1_W7 245 240 210 4000
SKKYLITE 165 230 255 1000
+0~DRKMTLS1 205 0 0 6000
+0~DRKMTLGT1 200 200 180 6000
+0~DRKMTLS2 150 120 20 30000
+0~DRKMTLS2C 255 200 100 50000
+0DRKMTL_SCRN 60 80 255 10000
~LAB_CRT9A 225 150 150 100
~LAB_CRT9B 100 100 255 100
~LAB_CRT9C 100 200 150 100
~LIGHT3A 190 20 20 3000
~LIGHT3B 155 155 235 2000
~LIGHT3C 220 210 150 2500
~LIGHT3E 90 190 140 6000
C1A3C_MAP 100 100 255 100
FIFTIES_MON1B 100 100 180 30
+0~LAB_CRT8 50 50 255 100
ELEV2_CIEL 255 200 100 800
YELLOW 255 200 100 2000
RED 255 0 0 1000
C14_LIGHT_BIG00 160 170 220 567
SUBWAY_LIGHTS 160 170 220 8000
grate_light_ury 160 170 220 8888
quaintLight1bar 160 170 220 8888
C14_LIGHT_null 160 170 220 200
comp_lights2 255 200 100 200
valve.rad
+0~GENERIC65 255 255 255 750
+0~GENERIC85 110 140 235 20000
+0~GENERIC86 255 230 125 10000
+0~GENERIC86B 60 220 170 20000
+0~GENERIC86R 128 0 0 60000
GENERIC87A 100 255 100 1000
GENERIC88A 255 100 100 1000
GENERIC89A 40 40 130 1000
GENERIC90A 200 255 200 1000
GENERIC105 255 100 100 1000
GENERIC106 120 120 100 1000
GENERIC107 180 50 180 1000
GEN_VEND1 50 180 50 1000
EMERGLIGHT 255 200 100 50000
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
+0~LIGHT1 40 60 150 3000
+0~LIGHT3A 180 180 230 10000
+0~LIGHT4A 200 190 130 11000
+0~LIGHT5A 80 150 200 10000
+0~LIGHT6A 150 5 5 25000
+0~TNNL_LGT1 240 230 100 10000
+0~TNNL_LGT2 190 255 255 12000
+0~TNNL_LGT3 150 150 210 17000
+0~TNNL_LGT4 170 90 40 10000
+0LAB1_W6D 165 230 255 4000
+0LAB1_W6 150 160 210 8800
+0LAB1_W7 245 240 210 4000
SKKYLITE 165 230 255 1000
+0~DRKMTLS1 205 0 0 6000
+0~DRKMTLGT1 200 200 180 6000
+0~DRKMTLS2 150 120 20 30000
+0~DRKMTLS2C 255 200 100 50000
+0DRKMTL_SCRN 60 80 255 10000
~LAB_CRT9A 225 150 150 100
~LAB_CRT9B 100 100 255 100
~LAB_CRT9C 100 200 150 100
~LIGHT3A 190 20 20 3000
~LIGHT3B 155 155 235 2000
~LIGHT3C 220 210 150 2500
~LIGHT3E 90 190 140 6000
C1A3C_MAP 100 100 255 100
FIFTIES_MON1B 100 100 180 30
+0~LAB_CRT8 50 50 255 100
ELEV2_CIEL 255 200 100 800
YELLOW 255 200 100 2000
RED 255 0 0 1000
Posted 13 years ago2011-08-14 20:05:00 UTC Post #297951
They look the same except for the last couple of entries in lights.rad which are probably your custom textures. I don't see anything wrong with those.

Are you sure the compiler is using lights.rad and not valve.rad?
See what happens if you delete valve.rad, you don't need it anyway, lights.rad is supposed to be the default rad file.
Posted 13 years ago2011-08-14 21:54:08 UTC Post #297958
Funny, the Skype extension for Firefox thinks some of these values are Canadian phone numbers :P
Posted 13 years ago2011-08-15 10:56:29 UTC Post #297980
Deleted valve.rad file and still don't work. Compile log shows if you use texture lighting? If it does, i can't find where it says that. I tried to use custom and exiting texture lighting on new map, both didn't work.
Posted 13 years ago2011-08-15 11:15:51 UTC Post #297986
Finally got it fixed. Previusly i used SHLT which wasn't reading from ZHLT's lights.rad, now i changed it back to ZHLT and writed my custom texture lighting in ZHLT's lights.rad and it worked.
Posted 13 years ago2011-08-15 13:22:17 UTC Post #297991
That's weird.
I use SHLT 3.9 and it finds my lights.rad just fine.
Both versions should be able to read the same lights file as it's just text.
Posted 13 years ago2011-09-12 00:42:12 UTC Post #298844
Since yesterday my Hammer decided to annoy me again.
I've also lightning issue now. Till yesterday everything worked fine but now it appears that Hammer is not compiling anymore or at least not till the very end.

See here:

User posted image


At most places it's simply compiling in full bright.. I did replace the lights.rad with another one in order to see if it makes any difference but it didn't. I've reinstalled hammer and the compilers (SHLT3.9) no effect. I'm telling you I'm seriously starting to hate this fu***** tool. It's the 2nd time now that it does this in few months. And I don't have any clue what's causing it.

Does anyone has an idea what I can do? It can't be Half-Life itself other maps compiled by me before that issue started are working fine. So it shouldn't be any driver issue. Any idea what further I can do to fix it?
Btw: My maps are fine - no leaks, no texture alignment issues, no solid errors but every map is compiling full now or with very limited lightning which is also buggy. Even map placed lights aren't working the only thing they now do is to make the npcs glowing in the specific light colour.

Are there good alternatives to Hammer editor to work with? They should be similar and should have all the same possibilities. I know there are batch compilers to compile with but not sure how they work or how it'll affect my maps when they suddenly compile with different lightning & carving options etc.

EDIT:

Nevermind I've fixed it.. Something or somehow my gamma settings in half-life were screwed up. Dunno how that happend but it's working agian.
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