Cracker
03-13-2005, 11:55 AM
After almost 2 days of searching the web, and piecing together bits of information I finally have a textured light to use in HL2/Source.
First: Create your texture using Ti133700N VTEX GUI or whatever you're comfortable with.
http://www.halflife2.net/forums/showthread.php?t=56048&page=6&pp=15 I've been using this GUI for weeks and it makes converting Textures a breeze, you can easily convert thousands of .TGA's in a matter of minutes.
You'll also need Microsofts .NET Framework 1.1 to run the GUI, It only takes a few minutes to DL and install both. http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en
Second: Find the new images .vmt file and replace the old code with this.
"UnlitGeneric"
{
"$basetexture" "lightslogo1/lightslogo1"
"$selfillum" 1
"$surfaceprop" "glass"
"$reflectivity" "[0 0 0]"
"$nodecal" "1"
}
I named my folder and texture lightslogo1 so you should change that to your correct folder and texture name. When you're making a textured light, name the first part of the file lights, example... lights_mytexture, doing that keeps it with the other light files in Hammer.
Third: Open the lights.rad file in the games Directory you're working with. I'm doing a HL2 map
so the path is C:\Valve\Steam\SteamApps\username\half-life 2\hl2
Right click the lights.rad file and go to properties, and click the read only tab to make sure there is no check mark. Open the file with Wordpad. Scroll down to the last line of text and type in the name of your folder/texture name and the values. Mine looks like this.
lightslogo1/lightslogo1 235 235 235 300
You can play with the color and brightness, the first 3 sets of numbers are the color of the light, and the last number is the brightness. Some of you probably know that. You can use Microsoft paint or most graphics programs to find the numbers for different colors.
Fourth: Make sure the lights.rad file is next to or in the same folder as your gameinfo.txt file.
That's it, when you compile your map with the new texture you should see 46 texlights being parsed from lights.rad
First: Create your texture using Ti133700N VTEX GUI or whatever you're comfortable with.
http://www.halflife2.net/forums/showthread.php?t=56048&page=6&pp=15 I've been using this GUI for weeks and it makes converting Textures a breeze, you can easily convert thousands of .TGA's in a matter of minutes.
You'll also need Microsofts .NET Framework 1.1 to run the GUI, It only takes a few minutes to DL and install both. http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en
Second: Find the new images .vmt file and replace the old code with this.
"UnlitGeneric"
{
"$basetexture" "lightslogo1/lightslogo1"
"$selfillum" 1
"$surfaceprop" "glass"
"$reflectivity" "[0 0 0]"
"$nodecal" "1"
}
I named my folder and texture lightslogo1 so you should change that to your correct folder and texture name. When you're making a textured light, name the first part of the file lights, example... lights_mytexture, doing that keeps it with the other light files in Hammer.
Third: Open the lights.rad file in the games Directory you're working with. I'm doing a HL2 map
so the path is C:\Valve\Steam\SteamApps\username\half-life 2\hl2
Right click the lights.rad file and go to properties, and click the read only tab to make sure there is no check mark. Open the file with Wordpad. Scroll down to the last line of text and type in the name of your folder/texture name and the values. Mine looks like this.
lightslogo1/lightslogo1 235 235 235 300
You can play with the color and brightness, the first 3 sets of numbers are the color of the light, and the last number is the brightness. Some of you probably know that. You can use Microsoft paint or most graphics programs to find the numbers for different colors.
Fourth: Make sure the lights.rad file is next to or in the same folder as your gameinfo.txt file.
That's it, when you compile your map with the new texture you should see 46 texlights being parsed from lights.rad