Texture Based Lighting Doesn't Work

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
edited July 2003 in Mapping Forum
<div class="IPBDescription">?</div> EDIT - I didnt have a rad file. Sorry for the post, I thought I had already checked but I guess I didn't have one. Sorry again. Moderaters may delete this post.

I was using point based lighting for a long time, but just a bit ago I read about texture based lighting and I thought - I gotta get me some of that! Well all teh tutorials say just apply the texture to a face. Well, I have and it doesn't light up or anything. Why is this? The texture based lighting texs I'm using are listed below and none of them work.

+0~tnnl_lgt4
+0~generic86

Thanks in advance for any help.

DarkATi

Comments

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    its cause your lights.rad file only features one lighted texture: plain white. get yourself the ns lights.rad where all light textures in the ns.wad have specific values.
    I have a problem that changing the lights.rad doesnt help changing the lights. even if I delete the texture from the lights.rad it gets compiled like it would emit light. why is that? or am I too stupid?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    LtGravity, Sounds like yopu have several copies of lights.rad lying around.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    remember that hlrad looks for mapname.rad, lights.rad and the new texlights entity.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Go texlights! It r0x0rs your b0x0rs!
    I use it because it give you full control with out editing Chromeangels quality lights.rad It doesn't cause too much hassle either. (And if your maps theme is consistent, you shouldn't need to refer to it too often.)
  • NayNay Join Date: 2002-06-09 Member: 741Members
    Remember the lights.rad you want to use has to be in the same directory as your RAD.exe
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the texture lightning is the easiest way to lihght your map but there are better solutions. look at eclipse: lighttextures arent lighted but a separated solid in front (func_wall ? rendermode additiv) simulates the "shine" of the lights so they look more realistic. textlights light the whole texture and in some cases this looks very evil *brrrrrr* but if you want to use a big number of entities in your map the texturelightning is the better thing because you dont need extra func_whatever´s and so the speeds will be better.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Those additives (usually illusionary) are a widely used method of lighting. They are called shaders and they are really the best way to illuminate - given the high quality look and the ability to easily have 'off' lights for wahtever purpose. The shader texture is also really easy to make so it doesn't give that much hassle.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    on the other side you will get problems if you need switchable lights. the texlight will do if it is a button and you have a lighted and an unlighted one. func_walls have the problem to not reset when the new game starts. dunno what func_illusionary behaves like... but with this "shaders" your entity count will go up and maybe that is not what you want. we see: choosing the kind of lightning is important.
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