texture light problems


05-10-2003, 10:11 PM
http://collective.valve-erc.com/index.php?doc=1037470021-37580600

I read this tut, but I can't get it to work. I've followed the info they gave and from what I can tell done nothing wrong or not done something. I simply cannot get it to work. I would appricate some1 telling me anything the tut misses or explaing better how to write a .rad file with an example (i think that's the suspect). I have it named exactly the same as the map, I have it in exactly the same folder as the .map and .rmf, I wrote it out as best i could tell from the tut, i use proper RGBV values, I matched the texture name properly, there are no duplicate textures with the same name, I have used the texture in my map, I'm compiling vis and rad, the faces with the texture on have no problems, vis and rad compile fine, no leaks or brush errors, the brushes arent overlapping anything, the brushes are world brushes, the light values should be really noticable, I'm using the compile lines.

TY for any help any1 can give.

NC17
05-10-2003, 11:42 PM
Do not use that method.. it is bad

Instead make an entity called info_texlights

Then in the properties make the KEY the name of the texture u want to give off light and the VALUE the color and brightness you want (get the color and brightness from a LIGHT entity then copy/paste it to your info_texlights)

For example

Make any point entity then open its properties and turn off SMART EDIT then in the name of the entity's box type INFO_TEXLIGHTS now on the right in the properties box where it has 2 boxes that say KEY and VALUE click ADD and for the KEY type the exact name of the texture u want to use as the light then in the VALUE typ the RGB and brightness values

Here is an example

The texture is called "texture" and the numbers represent the RGB and brightness

Key - texture
Value - 222 190 10 1500

Now you must also remember that texture lighting is much dimmer then regular lighting so 1500 brightness for a texlight = about 200 brightness for a regular LIGHT entity

Cracker
05-11-2003, 08:50 AM
If you're using Nems Batch compiler which I suggest using.

1. Do a search on your HD for a file called Lights.rad

2. Open the file in Notepad, add the name of your texture along with the other values,i.e.
lightname 255 255 255 800

3. Save the Lights.rad file in your DOD folder, Open Nems Batch compiler, click the Radiosity tab, look in the middle column for the "Lights File" at the bottom click the tab and point to your lights.rad file in your DOD folder.

4. Make sure you have both names spelled the same for the texture you want to use as a light in your .wad file and in the lights.rad file

05-11-2003, 02:06 PM
TY guys.

I'll see about using the info_texlights (never heard of it bfr).

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