lights.rad Created 19 years ago2005-02-21 16:18:53 UTC by zeeba-G zeeba-G

Created 19 years ago2005-02-21 16:18:53 UTC by zeeba-G zeeba-G

Posted 19 years ago2005-02-21 16:18:53 UTC Post #92284
for now my compile tools are the ones that hammer comes with because i am not compiling any to a site or anything but i want to make textures emmit light. It says that you are supposed to put your downloaded lights.rad file into the same file as your compile tools so where do i put it ?
Posted 19 years ago2005-02-21 16:25:45 UTC Post #92289
Into the same folder that your HLrad.exe or whatever your using is.

Could be Qrad.exe in your case.
monster_urby monster_urbyGoldsourcerer
Posted 19 years ago2005-02-21 16:43:02 UTC Post #92294
Use ZHLT if you're not already.

You can specify a particular RAD file (see www.zhlt.info), plus, with some tools, <mapname>.rad will be used over any others if it is present.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-21 20:37:08 UTC Post #92384
man i cant find the qrad.exe for some reason any help lol and than how do i unpack it and stuff i mean i know how to unpack folers but when im looking for the file to unpack it doesnt show up.
Posted 19 years ago2005-02-21 23:28:36 UTC Post #92447
STOP! You don't unpack or open the qrad.exe file at all. First download zhlt's (Zoners Half-Life Tools) the rad file is called the "lights.rad" NOT "qrad.exe"

Once found. Open the lights.rad file. A window will come up. Choose the option in which it allows you to choose a program to open it with. (Don't use the internet option) Then click "Notepad" And uncheck the box which says "Always use this Program to open this type of folder."
Once in then you can edit it. Like this:

~texturename 120 120 120 1000
Whereas:
120R, 120B, 120G, 1000 Brightness of light.
Good luck. ;)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-02-22 22:06:20 UTC Post #92686
Did you read the tutorial Zeeba?

Theres a nice tutorial about it if you really wanted to seek it out.

Also, check out the file that comes with ZHLT that tells you how to set it up. Always follow the instructions if you get something :D
Posted 19 years ago2005-02-22 22:07:28 UTC Post #92687
Posted 19 years ago2005-02-23 12:42:59 UTC Post #92833
yea i did im just dumb about stuff like that. thanks!
Posted 19 years ago2005-02-24 10:50:21 UTC Post #93102
about those lights... How do i turn off that light + textures ar emmiting?
Posted 19 years ago2005-02-25 00:17:19 UTC Post #93369
Remove the texture name from the lights.rad file.
Posted 19 years ago2005-02-26 11:01:19 UTC Post #93733
How do i turn off that light + textures ar emmiting?
There is a way to turn texlights on an off in game - but i don't know what's involved exactly. Try reading the documentation with ZHLT.
Posted 19 years ago2005-02-26 21:09:18 UTC Post #93825
Grouping Hack.
The Grouped (-3) setting is essentially a hack to allow your texlights to be switchable.
To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity.
Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity!
In other words, turning the light on and off will now turn the texlights on and off, too. (You'll probably want to set the brightness of the light entity to 0.01, so that it emits no light of its own.)

You have to use ZHLT 253 v1.7 or better.
It will increase the amount of direct lights in an area and also plays havoc with dynamic lights.
This isn't a fix for poor level design, it is a look good feature when used carefully.
Posted 19 years ago2005-02-27 13:17:02 UTC Post #93984
wow - Thanks for that one Andy, i didn't know any of that.. :)
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