The Lights.rad used in Crossfire and Other Offical HL Maps Created 1 year ago2018-06-19 23:45:52 UTC by X-Ray X-Ray

Created 1 year ago2018-06-19 23:45:52 UTC by X-Ray X-Ray

Posted 1 year ago2018-06-19 23:45:52 UTC Post #339968
Hello all! This is my first thread.

I'm making a crossfire remake and I realised the original map have different light effects (not only in crossfire. Subtransit and doublecross too) I would like to make it same. I'm thinking the crossfire map and other offical maps are rendered with different lights.rad so where can i found that? Or is there a kind of lights.rad?
Posted 1 year ago2018-06-20 01:09:15 UTC Post #339969
I don't know if there's a way to find the specific light values within a map.

That said, it's not hard to define your own lights.rad file. Alternatively, you can use an info_texlights entity (available in zhlt.fgd that comes with the VHLT compile tools, which are worth using) to specify texture lights on a per-map basis.

Unless someone else knows of a way to find those values, it might be easier just to tinker with your own values until you're happy with the result.
Jessie JessieLadytype
Posted 1 year ago2018-06-20 08:19:36 UTC Post #339974
I Just need the same light value of +0~FIFTS_LGHT5 from crossfire
Posted 1 year ago2018-06-20 19:02:52 UTC Post #339979
Using Valve's original compile tools that come with VHE is probably more important for getting that look. As for values, just experiment
Posted 1 year ago2018-06-21 10:42:53 UTC Post #339986
I've got a valve.rad and a lights.rad that came packaged with Hammer or the Half-Life SDK - neither of the files appear to contain +0~FIFTS_LGHT5 but valve.rad has this:
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
Posted 1 year ago2018-06-21 12:49:38 UTC Post #339990
I tried them. Gives white light effect i don't need that
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