Texture lighting is too dim Created 19 years ago2004-09-01 11:11:21 UTC by Propaganda Propaganda

Created 19 years ago2004-09-01 11:11:21 UTC by Propaganda Propaganda

Posted 19 years ago2004-09-01 11:11:21 UTC Post #55752
I made a custom texture light and added it to my lights.rad file

+0~yellow 252 254 072 175

I then applied it to a brush, tied it to func_wall

render mode normal
render fx glow
fx amount 255
light flags normal
minimum light level 1

It throws light but is extremely dim, to the point of not being worth it. Is there something I did wrong here? How can I get it to throw more light. Thanks in advance my friends.

(Captain P?) :)
Posted 19 years ago2004-09-01 11:36:06 UTC Post #55754
Texture lights' effect is relative to their size. If you're using the texture on a small surface it will illuminate the area far less powerfully than if you textured the entire wall with it. I have a texture with a luminosity value of 5000!

There are people who know stuff other than Captain P ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-09-01 11:44:46 UTC Post #55757
the 1st 3 numbers you had were to control the colour. the last controls lighting. if you look at the other lights in your lights.rad you will see 175 is pretty damn low! take 7ths advice and put it about 500-10000
Posted 19 years ago2004-09-01 12:37:46 UTC Post #55761
lol ok monkey, thanks ;) thanks steve. It's just that I think captain p lives here :D
Posted 19 years ago2004-09-01 12:40:55 UTC Post #55762
Oh, on a side note, how do I rotate decals? I try to select them and rotate but they always snap back to their original state.
Posted 19 years ago2004-09-01 12:42:48 UTC Post #55763
Also do texture lights work different from entity lights as far as light values ie range is? I thought entity based lights were 0-255? Are texture light values like 0-5000?
Posted 19 years ago2004-09-01 13:17:44 UTC Post #55766
There are people who know stuff other than Captain P ;)
Crap, they found out! Now I'll have to use other ways of manipulation! :P

Decals take the properties of the texture they're on, so rotating and scaling is pretty limited, since you need to rotate or scale the texture it's on.
Texture lights use different values indeed. It's more like 0 to 50.000... You could try higher value's and see what happens.

Oh, and I don't live here. I just check daily. Should go downhill a bit now since school has started. Fortunately, we have pretty fast internet at school.
Posted 19 years ago2004-09-01 13:51:01 UTC Post #55778
if you want to make a decal do that, try making a func_illusionary over the wall (make it invisible mind) and rotate the texture. then apply the decal. although it will probably look a bit odd if you walk up to the wall and look at it.
Posted 19 years ago2004-09-01 14:00:47 UTC Post #55783
Hurray, I'll be able to TWHL (we're now a verb ;)) at college. I had to get it banned at school, you may remember.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-09-01 14:55:51 UTC Post #55789
Hmmm good idea Steve, I'll try that.
Posted 19 years ago2004-09-01 15:29:38 UTC Post #55796
I thought entity based lights were 0-255?
I'm not sure what the high end of brightness or color is for a light entity, but it's not restricted to 255 or less. It probably depends on the compiler. I suspect '255' is a holdover from 4-byte color days, 3 bytes of RGB and 1 byte of alpha. Also, oridinary color pickers max out at 255 (a single byte's worth of number) of brightness.

But the color numbers can be ranged up and provide brightness also. It appears that a color of 255 255 255 will add 255 to the brightness. E.g., there's no difference between a light at 255 255 128 200 and one at 510 510 256 100 (twice the color but half the brightness).
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