texture lighting Created 19 years ago2004-11-04 22:21:07 UTC by [VDC] Rad Brad [VDC] Rad Brad

Created 19 years ago2004-11-04 22:21:07 UTC by [VDC] Rad Brad [VDC] Rad Brad

Posted 19 years ago2004-11-04 22:21:07 UTC Post #71585
I have some textures that I'd like to blink on and off... I have the texture able to be toggled by a button... it does switch on and off... The problem is that it still emits light, even when it's off. I have tried adding light_spot or light entities in different combinations. I want it to be yellow normally and red when the emergency occurs... familiar, I know. I've tried yellow lights on and red lights "initially dark" and hooked them with multimanagers, but they don't switch when the button is pushed. I can tell that there is a change in lighting, but it's barely perceptible. I am a bit rushed right now, so this may not make sense, but any help is appreciated... oh, yes, I read the tutorials... they just don't seem to be helping with this.
Posted 19 years ago2004-11-04 23:06:06 UTC Post #71589
I do not have an answer to this (sorry) but i have another question related to this. Do you need to have every texture you used in your map to be texture lit? or can you just have the ceiling. In de_space, i want to have the ceiling be the texture lighting and im not sure if thats enough. (hence i have the same ceiling texture for my entire map)
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2004-11-05 01:11:47 UTC Post #71592
http://cariad.co.za/twhl/tutorial.php?id=54

This is a pretty good tutorial about the whole texture emitting light thing. The short answer to your question is no, you don't want all your textures to emit light. It would defeat the purpose of it. Not everything in the real world emits light and that could make it look unnatural. In your map, if it's just the ceiling texture and it covers the entire, viewable ceiling, it will be more than enough. You will probably need to tone the brightness down in the LIGHTS.RAD file so that it's not overwhelming... but play with it in a small map and see how it works.
Posted 19 years ago2004-11-05 01:21:05 UTC Post #71594
Thanks rad. It worked. Everything is an errie blueish tone. Just like i wanted. :badass:
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2004-11-05 01:41:53 UTC Post #71596
Cool!

Now if I could get MY problem solved, that'd be cool, too! :)
Posted 19 years ago2004-11-05 02:22:38 UTC Post #71604
Really, the whole crux of my problem comes from lights and light_spots that are not "initially dark" when checked to do so.
Posted 19 years ago2004-11-05 04:55:22 UTC Post #71636
Posted 19 years ago2004-11-05 06:07:53 UTC Post #71650
Good call, and pretty much the only way without spirit.

Seventh, I think that should go on teh Links page, tbh.
Posted 19 years ago2004-11-05 11:09:17 UTC Post #71725
Thanks, seventh. I'll give it a try but it's not the texlights that's the problem. I rigged a train up to bounce between two path_corners that fire on pass" the texlight. After reading what you just posted, I know I took the long way around. But all my lights start on. Even if "Initially Dark" and a button will turn them off... some light disappears... but the spotlight of red is still on the floor, no matter if it's on or off.
Posted 19 years ago2004-11-05 11:19:05 UTC Post #71727
Have you turned the light entity's brightness to 0.01?
Posted 19 years ago2004-11-06 01:01:17 UTC Post #71880
No...uh... did I miss something? So set the brightness value to, say, (blue) 0 0 255 .01 ? So I'm assuming that it allows the light entity to pick up the light emitting texture's value? So when the light emitting texture entity is "off" (and shows such), there shouldn't be a blue halo around it casting light on the wall it's near, should there?

I'd like to know the answer, but I re-worked that area of the map to avoid it. Looks like hell, but I'm getting sick of this map.
Posted 19 years ago2004-11-06 04:08:37 UTC Post #71895
I'd say set the light entity to 1 1 1 0.01. The texture light will be lit as defined in info_texlights (think it's called that) or lights.rad.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-11-06 07:06:18 UTC Post #71916
Yes, set the point based light entity's brightness to 0.01, yeah, good call
Posted 19 years ago2004-11-06 19:03:18 UTC Post #71998
I don't have time to try it until later, but you guys think that will turn off the casted light when the texture lights are "off"? It would be very cool if this works.
Posted 19 years ago2004-11-07 06:03:35 UTC Post #72061
Sure should do.
Seventh-Monkey Seventh-MonkeyPretty nifty
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