Switchable texture lighting!

Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
<div class="IPBDescription">All thanks to laurie of sohl...</div>I don't think this has been posted yet...

<a href="http://www.chatbear.com/cgi-bin/board.pl?action=viewthread&threadid=932,1033751059,18116&id=316749&boardid=653&view=flatold" target="_blank">Switchable texture lighting!</a>

Looks pretty easy to use, too. Direct praise towards Laurie of <a href="http://spirit.valve-erc.com/" target="_blank">Spirit of Half-Life</a>. Should work in any existing mod, and just needs a few tweaks to the FGD.

Comments

  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Praise the lord, sisters and brothers!

    Switchable texlight - that means... that means... that means I'll never actually have to work with the limitations of entitylightning again!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Wow! Nice!

    Thanks for the heads-up. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I forget, are the HLCSG and/or HLRAD in NS custom already (which would make these unusable until custom ones for NS were made)?
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    HLCSG is custom.  HLRAD is not...yet.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    All the changes made for the NS HLCSG have been subsequently implemented in Merl's 1.6.1, which is the base for this set. Therefore, there should be no reason why they can't be used.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Hand Me The Gun And Ask Me Again+Oct. 04 2002,13:54--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Hand Me The Gun And Ask Me Again @ Oct. 04 2002,13:54)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Should work in any existing mod, and just needs a few tweaks to the FGD.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    What kind of tweaks are we talking about?  (Keep in mind I know nothing about coding)  I'd really like to use this, well, everywhere.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--QuoteBegin--Moleculor+Oct. 04 2002,22:31--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Moleculor @ Oct. 04 2002,22:31)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I forget, are the HLCSG and/or HLRAD in NS custom already (which would make these unusable until custom ones for NS were made)?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    These new compile tools are based on Merl's Custom Tools (v1.6.1) and so I imagine should be fully backwards-compatible with those provided with Natural Selection.

    I think.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Large ammounts of salivation....

    <span style='color:red'><b><u><span style='font-size:17pt;line-height:100%'>WOOHOOOOOOOOOOOO!!!!!!!!</span></u></b></span>
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i'm confused as to what 'switchable texture lighting' really is.. care to enlighten me anyone? i suppose it would be nice to tell me why it's cool too. then i can salivate with you.

    Belg
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    BEfore, if you wanted to have lights that flickered/went out, you would have to use light_spot's or light entities.

    This allows you to make texture lighting, a pretty nifty way of making uniform lighting, that looks good, blink and stuff, so you don't have to work with fugly light_spots.

    more details on texlights can be found on Valve ERC.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    It sounds like there's a bug which affects large maps and makes it impossible to compile them - I suggest people keep with the older compile tools until it's fixed.  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i knew what texture lighting was, just not switchable texture lighting, but i think i get what you're saying. when i first started mapping with the original half-life, all the light textures emitted light. then one day they didn't.  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->  but i've gotten used to point lighting. texture lighting can be usefull tho, huh?

    Belg
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Oh.

    So if a player walked up to the light switch and turned it on, you could make the light flicker?

    I didn't know that wasn't possible in the first place.

    Well, there's a first time for everything <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    belg: be sure to add the "-lights yourfilename.rad" ( no quotes) parameter to your HLrad.exe (or whatever it's called). place the .rad file in the same dir where your compile tools are, and give it a filename. You make a .rad file with notepad, it's just a textfile that contains the names of the textures you want to emit light, followed by a RGB value and an intensity. I believe (<b>i'm not sure</b>) RAD uses the .rad file automaticly if it has the same name as your .map file, so you don't have to add the parameter. oh and texture lights look tons better imo, i only use ent lights (except lightspots)when i want a light to flicker or something.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    I use entity lights occasionally for accent, where only a spot on the floor is appropriate, but otherwise, texlights are the s3ks.
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
    I have a difference in opinion. It's a lot less work and it can even make compile times lower when you use point lights.  Maybe its just me being used to UnrealED, but I don't like Texlights all that much. However this does bring a certain l33tn3ss back into it.
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