Not an avarage light problem Created 19 years ago2005-11-25 15:01:09 UTC by gordonfreeman gordonfreeman

Created 19 years ago2005-11-25 15:01:09 UTC by gordonfreeman gordonfreeman

Posted 19 years ago2005-11-25 15:01:09 UTC Post #149041
I have texturebased lights. But.
One texture is behaving strangely. I've made a shape, added a light to a side, used texturelock in hammer and copied it so there are many lights that look the same. But for i dont know what, Some of them dont give light. Actually, the end of the map is dark while texturelights should light it. Anyone know any reasons, suggestions?
Posted 19 years ago2005-11-25 16:12:12 UTC Post #149051
There not going to 'give'' light if you mean what I think you do. You need sprites, or a fade brush rendered transparent to actually see something.

To tell you the truth, I really don't know if it's possible if scaling or the little check boxes for world and face will do anything, but maybe it's worth a try.
Perhaps try another texture and see if it does the same thing and or redraw the brushes for the hell of it.

Would you mind posting a screenie?
Posted 19 years ago2005-11-25 16:17:51 UTC Post #149052
Sorry but i cant host nor link.
But ill try what you said.
EDIT after test: changing the texture worked, while checking 'face' or 'world' didnt. Hammer is still a mistery. But thx, rowleybob
Posted 19 years ago2005-11-25 16:31:48 UTC Post #149054
No problemo :)

Hammer and Half-life are both a mystery, because of how buggy they can be.

Nothing like a little painful trial and error sometimes... ;)
Posted 19 years ago2005-11-25 16:41:06 UTC Post #149059
For texture lights to work they need to be in the lights.rad file, here does the RAD compiler takes all the light data from the textures. So if you do not have one of those in your compilers directory, then it wont compile texture lights.

You might want to check 7th's lighttexture tutorial. There also should be a lights.rad in there.
Posted 19 years ago2005-11-25 16:45:02 UTC Post #149060
The lights.rad can also be in you c:Program FilesValve Hammer EditorMaps directory, with yourmapname.rad

Which is cool, because you can then have different lights set for all your maps.

I make a brand-new one everytyme, because many of the textures in the Half-Life wad aren't listed in the rad file that comes with the compile tools, anyway--ones with the ~texture...
Posted 19 years ago2005-11-25 16:48:07 UTC Post #149061
Actualy, most are.
Posted 19 years ago2005-11-25 16:51:20 UTC Post #149062
Now I have to check... thanks a lot Pepper... :)

I'm going to guess that 1/3 of the ~textures in the Half-Life.wad, have no listing in the RAD file you get with the latest tools.

I'll post my results here...
Posted 19 years ago2005-11-25 16:57:52 UTC Post #149064
Actually, I know how to use lights.rad stuff.
Imagine this pepper: two lamps far from each other. Same texture. One is creating light, while the other is dark. But its fixed now anyway thx.
Posted 19 years ago2005-11-25 16:59:49 UTC Post #149065
You were right. The lights.RAD file you get with the latest compile tools, has them all+6. I guess those are for animated ones?

correction

Even though more are listed than, not all of them are represented like: ~lab1comp7b. I guess the extra ones are for water textures or xeno too.

K, I'm going to stop wasting time on this and read the TWHL3 thread :glad:
Posted 19 years ago2005-11-25 18:22:00 UTC Post #149083
Tah, shit, not working again.
gordonfreeman is dying
Posted 19 years ago2005-11-25 18:27:22 UTC Post #149086
Are you using Hammer Beta? I've actually noticed that textlighting is different between compiles sometimes for no apparent reason, now that you mention it.
Posted 19 years ago2005-11-25 18:35:32 UTC Post #149087
it is VHE 3.4 what i am using. maybe i should just make dark maps and give the player the hev at the starts so he can go all through all the maps with flashlight.
Posted 19 years ago2005-11-25 18:45:47 UTC Post #149092
one of the best ways to accually test to see where your problem is is to add an entity to the game, and make it an info_texlights. if you don't have it added to your FDG you can just click the box in entity properties where the type of the entity is and rename it. turn off smart edit and add a value. give it the name of the texture and a value of four numbers separated by spaces. the first three are the RGB values and the Fourth is the brightness, same as in the lights.rad file. RAD will pick up this entity on compile and parse the tex lights from it, instead of the lights.rad.

if you still get no light from what brush you want emiting light, then you know thats the problem
Posted 19 years ago2005-11-25 18:46:13 UTC Post #149093
lolol. Upload it if you want and I'll try it.
Posted 19 years ago2005-11-25 19:10:58 UTC Post #149107
Rowleybob: Probably because Valve didnt use them as text lightning and never intended to use them as textlightning, though i could be completely wrong on that part though.
Posted 19 years ago2005-11-25 19:17:23 UTC Post #149111
So what was the ~ denoting then?
Posted 19 years ago2005-11-25 19:31:06 UTC Post #149117
way for the mappers to quickly find some textures
Posted 19 years ago2005-11-25 20:25:46 UTC Post #149147
I believe so yes, just as they grouped the textures to the maps, example: C2a4 c3a1 etc.
Posted 19 years ago2005-11-27 08:46:34 UTC Post #149398
Maybe I have found the source of the problem.
Can anyone tell me, exactly the maximum number of direct lights in a map?
Posted 19 years ago2005-11-27 08:55:43 UTC Post #149399
Very high, I don't believe you actually acceded it. But on a single face it's 7 diffrent kinds of lights or 3 switchable lights.
Posted 19 years ago2005-11-27 10:35:55 UTC Post #149408
Well, last time I compiled it said 277 direct lights.
The strange thing is, when I gave another light texture to one brush, and replaced the player start that light was working but some lights which previously worked were dark.
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