Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 03-05-2006, 08:27 PM   #1
o_beetle
 
o_beetle's Avatar
 
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
textured l!ghts

Ok, simple problem, hopefully simple answer.
I cant seem to get the textured lights to work. I added the texture and the brightness/color to the lights.rad file. When I compile they give off no light at all - the texture isnt even lit up. I'm using ~generic87 if that matters. This is for TFC. Plz give me some insight...ive looked everywhere and thought ive tried everything suggested.
o_beetle is offline   Reply With Quote


Old 03-06-2006, 02:08 AM   #2
o_kam
 
o_kam's Avatar
 
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
Does it say in compile logs that it's using lights.rad? If not you may need -lights lights.rad in the hlrad cmd line.

make sure lights.rad is formatted properly like so:
Code:
+0~WHITE		255 255 255 100
+0~GENERIC65 		255 255 255 750
+0~GENERIC85		110 140 235 20000 
+0~GENERIC86		255 230 125 10000
+0~GENERIC86B		60 220 170 20000
+0~GENERIC86R		128 0 0 60000
GENERIC87A		100  255 100 1000
GENERIC88A		255 100 100 1000
GENERIC89A		40 40 130 1000
GENERIC90A		200 255 200 1000
GENERIC105		255 100 100 1000
GENERIC106		120 120 100 1000
GENERIC107		180 50 180 1000
etc...
o_kam is offline   Reply With Quote


Old 03-07-2006, 02:12 AM   #3
o_beetle
 
o_beetle's Avatar
 
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
tyvm
o_beetle is offline   Reply With Quote


Old 03-08-2006, 11:47 PM   #4
o_beetle
 
o_beetle's Avatar
 
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
Im gonna shoot myself (j/k). but first, i need to know how to get these textured lights to work. its showing up in the hlrad, the format is right

Code:
~GENERIC87		255 255 255 6000

Thats my format for the texture.
Im editting the lights.rad in the tools folder.
Im trying to include every detail that could have an effect.
PLZ HELP
o_beetle is offline   Reply With Quote


Old 03-09-2006, 01:15 AM   #5
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Take out the tilde?
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 03-09-2006, 02:14 AM   #6
o_beetle
 
o_beetle's Avatar
 
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
yep, tried that already.
i didnt think it would work anyway b/c there r others with ~ in it.
o_beetle is offline   Reply With Quote


Old 03-09-2006, 02:39 AM   #7
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Dang.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 03-09-2006, 05:00 AM   #8
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
is lights.rad in your zhlt folder?
o_nezumi is offline   Reply With Quote


Old 03-09-2006, 06:57 PM   #9
o_beetle
 
o_beetle's Avatar
 
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
nez, they were in there, but thats not where my hlrad, vis, etc were....so thats why.

why, in the compile log does it say: WARNING: Duplication of texlight!


i didnt put the textures in there but once. otherwise it works, ty nez, circ, and kam.
o_beetle is offline   Reply With Quote


Old 03-18-2006, 06:25 AM   #10
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by kam
Does it say in compile logs that it's using lights.rad? If not you may need -lights lights.rad in the hlrad cmd line.

make sure lights.rad is formatted properly like so:
Code:
+0~WHITE        255 255 255 100
+0~GENERIC65         255 255 255 750
+0~GENERIC85        110 140 235 20000 
+0~GENERIC86        255 230 125 10000
+0~GENERIC86B        60 220 170 20000
+0~GENERIC86R        128 0 0 60000
GENERIC87A        100  255 100 1000
GENERIC88A        255 100 100 1000
GENERIC89A        40 40 130 1000
GENERIC90A        200 255 200 1000
GENERIC105        255 100 100 1000
GENERIC106        120 120 100 1000
GENERIC107        180 50 180 1000
etc...
thats hl1 :s

srry, it for tfc you ment, so ok i havn't said anything
o_stino is offline   Reply With Quote


Old 03-22-2006, 04:33 PM   #11
o_dr zauis
 
o_dr zauis's Avatar
 
Join Date: Feb 2005
Location: Philadelphia, PA
Posts Rated Helpful 0 Times
is there a way to make a general amount of light in your map, or is light_enviroment the only thing?? BEcause i have some serious dark patches in my level, and if i can make a general amount of light everywhere then it will resolve that issue, cuz i dont like having to put lights everywhere.
o_dr zauis is offline   Reply With Quote


Old 03-22-2006, 07:32 PM   #12
trepid_jesse
Fortress Forever Staff
 
trepid_jesse's Avatar
 
Join Date: Jan 2005
Location: Texas
Posts Rated Helpful 0 Times
-ambient R G B

It's a set of values from 0.0 - 1.0 that sets a minimum light value to every face.

Boner?
__________________
Support FF:

Trepid, what?
trepid_jesse is offline   Reply With Quote


Old 03-25-2006, 09:52 AM   #13
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Ambient lighting is bad. Don't do it.
o_nezumi is offline   Reply With Quote


Old 03-25-2006, 03:44 PM   #14
o_dr zauis
 
o_dr zauis's Avatar
 
Join Date: Feb 2005
Location: Philadelphia, PA
Posts Rated Helpful 0 Times
I add this to the compile?
o_dr zauis is offline   Reply With Quote


Old 03-25-2006, 07:36 PM   #15
trepid_jesse
Fortress Forever Staff
 
trepid_jesse's Avatar
 
Join Date: Jan 2005
Location: Texas
Posts Rated Helpful 0 Times
Well, it's a RAD thing, but I don't know if exists for Source, it was a Zoner shit, and I brought this up since... this thread was talkin' about a TFC map?
__________________
Support FF:

Trepid, what?
trepid_jesse is offline   Reply With Quote


Old 03-26-2006, 06:49 AM   #16
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by trepid_jesse
Well, it's a RAD thing, but I don't know if exists for Source, it was a Zoner shit, and I brought this up since... this thread was talkin' about a TFC map?
its possible in source, but there is more tho specify i found out. not only RGB+brightness, but more, donno what.

also in source sometimes the brushes get lit, sometimes not :s

like not when the texture is on a func_detail, or a displacement, and in a few other situations, but i don't know which ones
o_stino is offline   Reply With Quote


Old 03-26-2006, 03:12 PM   #17
o_beetle
 
o_beetle's Avatar
 
Join Date: Jan 2006
Location: Southern USA
Posts Rated Helpful 0 Times
this thread was originally referring to TFC, but my question was answered and another one was asked. So I dont know which he is asking about.
o_beetle is offline   Reply With Quote


Old 03-26-2006, 05:47 PM   #18
o_dr zauis
 
o_dr zauis's Avatar
 
Join Date: Feb 2005
Location: Philadelphia, PA
Posts Rated Helpful 0 Times
I was asking about Source, because i am wondering the best way to light my map, i have a good number of displacments and details and props. So wif yuo could give a brutha some tips on lighting, it would be most appreciated!! =)
o_dr zauis is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:31 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.