Nub Mapping Questions

SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">sorry if this is obvious but.....</div> i am having some MINOR problems with my map.

1. i think i have the basic understanding of texture lighting. i have the lights.rad with the list of all the lights, in theory all i have to do is put the texture in-game, and it will read the RGB values, and give off the correct light. Or...do i have to place them in valve.rad? i am confused....

2. how do i get the computer monitors to give off light? they are not light textures, so i do not think it is texture lighting.

thanks for your time.
and yes, i am teh uber nub. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited April 2003
    if the .rad is not in the same folder of the .map you'll need to specify it in the compile (in HLRAD)

    -lights pathtoyourrad\yourradfile.rad
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Actually it has to be in the same directory as your compile tools (or maybe it can be in either, but I've always had mine in my compile tool folder).

    Also, lights.rad will be read automatically by the tools. Copy all the contents of valve.rad to lights.rad and then you should be able to use the texture lights with no problem.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Actually, it works with priority.

    First, HLRAD checks for <yourmap'sfullname>.rad in folder where your .map file is located.
    If it doesn't find one, it check for a lights.rad file
    If it doesn't find that one, it checks for a valve.rad file.

    Now, if you have the SAME entry for a light texture in those files, the first .rad file it finds will be the values its find.

    So, for example, if you have this in ns_yourmap.rad :
    light_strip1 100 100 100 200

    and lights.rad:
    light_strip1 150 150 150 100

    hlrad will use the entry from ns_yourmap.rad.

    Get it?
    It's very handy cuz you can make a lights.rad for every single light texture for every mod you have maps for, but if you want a different setting for a light texture for a specific map, you can just do the adjustments in the yourmap'sname.rad file.
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