Texlight issues Created 19 years ago2004-07-06 16:08:04 UTC by RabidMonkey RabidMonkey

Created 19 years ago2004-07-06 16:08:04 UTC by RabidMonkey RabidMonkey

Posted 19 years ago2004-07-06 16:08:04 UTC Post #39263
I have these texlights in my map that are going to be in a (hopefully) semi-dark corridor. Some of them will be on, using the Natural-Selection's modified engine some of them will be flickering, and I want a few to be off. What should I do? If I compile with the texture in lights.rad, theyre all going to be lit, and if I don't I need to point light. Is there a way to accomplish this, or should I just go with point lighting?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-06 16:36:37 UTC Post #39267
Posted 19 years ago2004-07-06 17:49:38 UTC Post #39287
Hmm...so I want to make it grouped and not group it with another light entity so its going to stay off, or do I need to group it with another light and trigger it once so it stays off?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-06 18:41:17 UTC Post #39295
if you plan on having some lights that will never be on, you can just copy the texture in wally, then give the copy a name that is not in your lights.rad file.
Posted 19 years ago2004-07-06 19:35:09 UTC Post #39322
Yeah, I thought of that. I'll test the group thing, if it doesn't work, then I'll copy it into wally.
RabidMonkey RabidMonkeymapmapmapfapmap
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