lights.rad Created 2 years ago2017-01-16 15:06:05 UTC by GMK_5 GMK_5

Created 2 years ago2017-01-16 15:06:05 UTC by GMK_5 GMK_5

Posted 2 years ago2017-01-16 15:06:05 UTC Post #333074
Hi so im trying to compile my cs 1.6 map and it has some glowing textures in it but the problem is that once my compiling is done, the textures does not glow in the map.
I think that the problem is my lights.rad file or my hammer that doesnt read it correctly, here is what it says about it in my log:

Reading texlights from 'D:\tools\lights.rad'
0 opaque models
0 opaque faces
5355 faces
Create Patches : 28378 base patches
447508 square feet [64441216.00 square inches]
18 direct lights and 16386 fast direct lights
1 light styles

Help please how can i fix this?
Posted 2 years ago2017-01-16 15:37:00 UTC Post #333075
Moved to HL Engine Discussion

Do the standard textlights work as normal or is it only custom textures that have this problem?
UrbaNebula UrbaNebulamonster_urby
Posted 2 years ago2017-01-16 15:47:28 UTC Post #333076
No nothing works, i didnt add any texture in that lights.rad and there are some that are there the 1st time i opened it and they dont work
Posted 2 years ago2017-01-16 18:01:19 UTC Post #333077
Could you show us a screenshot of what the map looks like right now, as well as a complete compile log?
Posted 2 years ago2017-01-16 19:27:51 UTC Post #333078
when u open the lights.rad do all lines begin with //?

is lights.rad is in the same folder as hlrad.exe?
Posted 2 years ago2017-01-17 01:00:15 UTC Post #333081
or just put all of your tex lights in an info_texlights. Sounds like the compile process isn't finding your lights.rad or it is using a different one.
Posted 2 years ago2017-01-17 06:42:47 UTC Post #333082
Are you sure the lights.rad input form is correct?
Stojke StojkeOPL - 3
Posted 2 years ago2017-01-17 10:57:59 UTC Post #333083
i had problems with lights.rad not working... i think its automatically loaded so it has to be beside hlrad.exe
Posted 2 years ago2017-01-17 11:12:12 UTC Post #333084
Paste the contents of your lights.rad file here
Posted 2 years ago2017-01-17 21:03:27 UTC Post #333089
//lights.rad
//Add any custom "Texture light" Values into the end of this file
//Example -
//custcompscn 255 255 255 1000
//This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
//Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
//when you are complieing your map

+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
~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
+0~FIFTS_LGHT5
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
light_newblue 123 123 255 2222
C3A2_LIGHT 255 255 128 4567
hera_light1 0 128 255 2000
LITEPANEL1 160 170 220 4000
+0~FIFTS_LGHT06 239 239 239 200
~LIGHT5A 26 72 234 200
~LIGHT3A 255 23 23 200
~LIGHT3F 255 255 128 200
+0~FIFTS_LGHT5 239 239 239 200

This is the content of lights.rad And yes it is in the same folder as the 4 compilers (hlcsg,hlbsp,hlvis and hlrad)

By the way, i tried using Batch Compiler and the textures are glowing, so the problem is from hammer
Posted 2 years ago2017-01-17 21:11:51 UTC Post #333090
#SoloKiller

Unfortunately i lost the .log file because im using batch compiler to compile and the textures are glowing so why should i use hammer..
Here is what the map looks like, it is a Jailbreak map
http://imgur.com/a/PJgEw
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