lights.rad

HairyPomegranateHairyPomegranate Join Date: 2007-01-18 Member: 59673Members Posts: 36
I need a lights.rad for natural selection.

also, please mention the directory to put it in in relation to hammer.exe's root directory.
image
Click it or die. :D

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    edited August 2009
    this is something that is best done by yourself. usually different maps require different types of lightning, so there's no point using same rad file for each maps.
    it's fairly easy to create. just open notepad, type your light texture's name, color and light intensity and put every texture light on their own line. and then just save it as SUPERLIGHTS.RAD

    for example:

    texture1 255 100 100 1000
    texture2 150 160 210 8800
    texture3 200 200 200 5600

    and so on...

    better yet! there's a rad entity you can use with NS. it works just like the rad file, but with this you can easily setup new texture lights for each of your maps within the map file, so there's no need for external files (those rad files get lost really easy, if you wanna recompile your map after couple of years)
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  • HairyPomegranateHairyPomegranate Join Date: 2007-01-18 Member: 59673Members Posts: 36
    well, i was kinda hoping someone would have one on hand so i wouldn't have to mess with all that stuff and tweak everything to their necessary brightness/color values :P
    image
    Click it or die. :D
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,686 Advanced user
    edited August 2009
    QUOTE (HairyPomegranate @ Aug 5 2009, 04:35 PM) »
    well, i was kinda hoping someone would have one on hand so i wouldn't have to mess with all that stuff and tweak everything to their necessary brightness/color values :P

    You know, at some point you do have to edit the textures. The default settings can work, but most are set to work in a bright environment. For shadowy areas (read: not pitchblack), you have to tweak them some. Heck, I use more point lights then texture lighting anyway. they look more natural when used in a similar way that text lights work.

    Putting them in pairs of two or four, close against the light textures. uffo has a good point as well! If you are using a light textures in your map, just go ahead and tweak/customize them for your map the moment you use it. It's not that much work :D heck my map's rad file only contains something like 10-20 light textures or something, don't be lazy :P

    Anyways, this is a default (I think) rad file from the zhlt3.4 tools directory in my Hammer tools map (mostly HL textures I think, don't feel like checking)
    CODE
    //lights.rad
    //Add any custom "Texture light" Values into the end of this file
    //Example -
    //custcompscn        255 255 255 1000
    //This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
    //Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
    //when you are complieing your map

    +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
    GEN_VEND1        50 180 50 1000
    EMERGLIGHT        255 200 100 50000
    +0~FIFTS_LGHT01     160 170 220 4000
    +0~FIFTIES_LGT2     160 170 220 5000
    +0~FIFTS_LGHT4        160 170 220 4000
    +0~LIGHT1        40 60 150 3000
    +0~LIGHT3A        180 180 230 10000
    +0~LIGHT4A        200 190 130 11000
    +0~LIGHT5A        80 150 200 10000
    +0~LIGHT6A        150 5 5 25000
    +0~TNNL_LGT1        240 230 100 10000
    +0~TNNL_LGT2        190 255 255 12000
    +0~TNNL_LGT3        150 150 210 17000
    +0~TNNL_LGT4        170 90 40 10000
    +0LAB1_W6D        165 230 255 4000
    +0LAB1_W6        150 160 210 8800
    +0LAB1_W7        245 240 210 4000
    SKKYLITE        165 230 255 1000
    +0~DRKMTLS1        205 0 0 6000
    +0~DRKMTLGT1        200 200 180 6000
    +0~DRKMTLS2        150 120 20 30000
    +0~DRKMTLS2C        255 200 100 50000
    +0DRKMTL_SCRN        60 80 255 10000
    ~LAB_CRT9A        225 150 150 100
    ~LAB_CRT9B        100 100 255 100
    ~LAB_CRT9C        100 200 150 100
    ~LIGHT3A        190 20 20 3000
    ~LIGHT3B        155 155 235 2000
    ~LIGHT3C        220 210 150 2500
    ~LIGHT3E        90 190 140 6000
    C1A3C_MAP        100 100 255 100
    FIFTIES_MON1B        100 100 180 30
    +0~LAB_CRT8        50 50 255 100
    ELEV2_CIEL        255 200 100 800
    YELLOW            255 200 100 2000
    RED            255 0 0 1000
    C14_LIGHT_BIG00        160 170 220 567
    SUBWAY_LIGHTS        160 170 220 8000
    grate_light_ury        160 170 220 8888
    quaintLight1bar        160 170 220 8888
    C14_LIGHT_null        160 170 220 200
    comp_lights2        255 200 100 200
    light_newblue        123 123 255 2222
    C3A2_LIGHT        255 255 128 4567
    hera_light1        0 128 255 2000
    LITEPANEL1        160 170 220 4000

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  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow Posts: 1,590 Fully active user
    Well if you need some help in the creation of lights.rad files, I advise you to seek assistance from the much overlooked MSPaint. To find the color that I wanted my texture lights to be, I always followed some simple steps.
    1. Open up Paint. In Vista, simple go to start and search for "paint". I forget exactly where it's located in XP.
    2. Double click on any color in the palette, which will pop up a small window called "Edit Colors".
    3. At the bottom of the "Edit Colors" window, click "Define Custom Colors", which will expand the window horizontally.
    4. Simply click anywhere in this new rainbowy box and it will display to you the values you need to type into the lights.rad file. However, be careful to use the Red, Green, and Blue values, not the Hue, Sat, and Lum values.

    It really is easier to just edit a lights.rad file on your own instead of trying to conform to another's file. And if you want another example, I released my map ns_stargate-nova as open source (which includes the .rmf file, .rad file, .map file, .log file, and more!), and you can get to the download on this page or by clicking my signature image.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members Posts: 3,365
    I thought I grabbed a NS lights.rad from somewhere that defined a few extra textures that exist only in NS. Can't remember the directory now, though.


    I strongly recommend NOT relying on a single light texture to light a region. Use as many as possible, and make sure there's some off-colored ones just to add a splash of color, even if their intensity isn't all that high.
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  • SekerSeker Join Date: 2007-03-06 Member: 60259Members Posts: 369
    I Suggest that you should use this instead of a rad-file

    http://zhlt.info/entity-changes.html


    QUOTE (info_texlights)
    info_texlights

    This entity can act as a replacement for a lights.rad file, in that it simply resides within the map as a point based entity. The usefulness of this is that each map can have its own unique ambient lighting applied to it, and those settings will travel with the map and not affect any other maps.

    Usage of the entity is much like that of the multimanager. To add an entry (take smart-edit off if you are using the Valve Hammer Editor/Worldcraft) and add key-value pairs in manually; the key should contain the name of the texture to apply lighting to, and the value a set of numbers representing the red green blue lumionsity(brightness) of the texture, just as you would in the lights.rad file.

    The presence of this entity will not override the lights.rad file - both the values specified in this entity and the lights.rad file will be used by HLRAD.



    This way got a lot good things, I think it is better :P
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members Posts: 1,115 Advanced user
    QUOTE (Seker @ Aug 7 2009, 02:22 PM) »
    I Suggest that you should use this instead of a rad-file

    http://zhlt.info/entity-changes.html

    This way got a lot good things, I think it is better :P


    The problem with that entity is that it's a pain in the ass to add each individual light definition to it, and you have to remake it every time you want to make a new map.

    Here's my nslights.rad. You'll have to custom define it in hlrad.exe, and hlrad will still use lights.rad, just stack these definitions on top of it. I think there's a few duplicate definitions, though I got rid of most of them.

    CODE
    hall_toplight        0 255 255 300
    hall_toplight_3        183 255 255 800
    hera_light1        171 208 231 400
    light_strip1        249 238 174 300
    light_strip2        213 63 13 300
    light_strip3        239 238 218 600
    light_strip3_lo        200 200 200 175
    light_stripgrn        40 202 153 250
    light_stripred        237 174 58 250
    lights_round        249 238 174 200
    lights_slanted1        249 238 174 200
    lights_slanted2        249 238 174 100
    nos_sublight1        234 234 234 140
    nos_sublight1b        234 234 234 140
    nos_sublight2        234 234 234 200
    nos_sublight3        234 234 234 200
    nos_walllite1        216 204 120 300
    nos_walllite11        216 204 120 300
    ns_light1        249 238 174 300
    r25_droplight1        238 234 215 800
    r25_light3        180 180 180 700
    r6_light1        255 200 100 400
    r6_light3        255 200 100 400
    shaftlights        0 255 255 100
    skylight        5 230 255 1000
    subway_lights        22 209 180 300
    trim_lab2light        47 236 111 300
    wall_lab5_glow        255 255 400
    wall_lab9lights        08 172 219 100
    wall_lablight2x        55 200 100 200
    wall_lablights        40 202 151 200
    skkylite        255 255 255 1000
    light_yg03white        255 255 255 500
    light_yg02on        255 255 255 2500
    +Achevron        255 0 0 200
    e6v_light        255 255 255 1000
    b064-01b_b        110 158 223 300
    lig_064-05w        255 255 255 500
    lig_064-05b        110 158 223 500
    lig_128-05w        255 255 255 500
    lig_b064-01r        228 184 185 300
    light_newwhite        225 225 225 750
    light_newblue        0 123 255 750
    light_newred        255 0 0 750
    light_newgreen        90 140 44 750
    e6tinylight_ble        255 255 255 750
    wrnjumppad_glow        255 255 255 100
    C14_LIGHT_BIG00        160 170 220 567
    SUBWAY_LIGHTS        160 170 220 8000
    grate_light_ury        160 170 220 8888
    quaintLight1bar        160 170 220 8888
    C14_LIGHT_null        160 170 220 200
    comp_lights2        255 200 100 200
    C3A2_LIGHT        255 255 128 4567
    hera_light1        0 128 255 2000
    LITEPANEL1        160 170 220 4000
    fx_screens01    71 239 201 150
    fx_screens02    71 239 201 150
    fx_screens03    71 239 201 150
    fx_bluestrip    0 123 255 150
    !WATERSILO        0 178 21 400
    !WATERSILO3        0 123 255 25
    e8tinylight_b    255 255 255 450
    light_panel01    0 198 21 250
    comp_bluestrip    0 123 255 150
    comp_greenstrip 20 202 128 150
    !HOTMETAL        255 150 0 250
    ~trm_lt1_grate        255 255 150 100
    ~trn_ns            255 200 50 50
    +0~r25monitor        0 200 100 100
    nos_fan2        255 255 255 500
    scroll_smelt        255 150 0 250
    circlight_ns        255 255 128 500
    comp_lights        128 255 128 50
    comp_monitors        128 255 255 10
    comp_panel2        128 255 255 10
    comp_panel3        128 255 255 10
    comp_screen1        128 255 255 10
    hall_toplight_3        40 60 150 3000
    joinaliens_b        0 255 0 50
    joinmarines_b        0 255 0 50
    joinrandom_b        0 255 0 50
    light_strip2        255 20 20 200
    light_strip3        255 255 215 250
    lights_round        255 255 200 300
    lk_refractory        255 150 0 50
    nos_sublight1b        200 200 200 40
    observe_b        0 255 0 50
    subway_lights        255 255 250 6000
    testlight1        150 200 255 500
    ven_newlight1        0 200 100 500
    ven_newlight2        255 255 128 80
    ven_newlight3        255 175 140 200
    ven_newlight4        255 20 20 200
    !lava1                255 150 0 250
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  • SekerSeker Join Date: 2007-03-06 Member: 60259Members Posts: 369
    You can copy paste ent into new maps aswell.

    Oh and I think every map needs a bit changed lightning to work out. =D
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