Need Help With Some Textured Lights
Uh-Oh
Join Date: 2002-11-04 Member: 6917Members
<div class="IPBDescription">Dangerous level of newbiness inside</div> Ok, so this is the first real map I make. So far, progress has been pretty fast. I compile every 20 minutes of work or so. I've learned from mistakes. If I build too much, if I get leaks and compile errors, it becomes a pain to find those errors.
So far I've finished the ready room, now I'm working on the marine start, and it's adjacent corridors.
I've had alot of bugs and errors, but I've always managed to find the solutions myself (google, search, pure dumbness, alcohol, magic fairies, stroke of genious, pure luck), but I can't find the solution to my latest problem.
So, here it is:
I'm using textures from one of the 2 basic NS wads, and there is one wall texture with a neon incorporated in it "wall_lab5". I want to use its neon has a light source, but I don't want to tell my "lights.rad" file to use the texture has a texture light, cause that would make the WHOLE texture give off bluish light. That wouldn't be realistic. I only want the little neon to give off light. So, I found another texture that goes with that set, called "wall_lab9lights". It's a 256x256 texture, ALL black, except for some drawn blue lights.
So, I make a small brush (92/1/16), I put a "null" texture on 5 sides. On the front face, I use the "wall_lab9lights" texture. I align the brush up against the wall, then I manually align it so it's almost prefectly in front of the original neon from the "wall_lab5" texture. I turn it into a func_illusionary, I use a render mode of additive and an FX amount of 255 and I leave the rest at it's default setting.
I compile. I realize the results aren't what I hoped for.
In the first image, you get the result. In the second image, you see what the original texture is.
P.S. In the images, the entities are not light correctly. I corrected that. The screenshots are not from the most recent compile. I accidently used "Texture" rendering mode instead of "solid" on those entities. Dumb me.
So far I've finished the ready room, now I'm working on the marine start, and it's adjacent corridors.
I've had alot of bugs and errors, but I've always managed to find the solutions myself (google, search, pure dumbness, alcohol, magic fairies, stroke of genious, pure luck), but I can't find the solution to my latest problem.
So, here it is:
I'm using textures from one of the 2 basic NS wads, and there is one wall texture with a neon incorporated in it "wall_lab5". I want to use its neon has a light source, but I don't want to tell my "lights.rad" file to use the texture has a texture light, cause that would make the WHOLE texture give off bluish light. That wouldn't be realistic. I only want the little neon to give off light. So, I found another texture that goes with that set, called "wall_lab9lights". It's a 256x256 texture, ALL black, except for some drawn blue lights.
So, I make a small brush (92/1/16), I put a "null" texture on 5 sides. On the front face, I use the "wall_lab9lights" texture. I align the brush up against the wall, then I manually align it so it's almost prefectly in front of the original neon from the "wall_lab5" texture. I turn it into a func_illusionary, I use a render mode of additive and an FX amount of 255 and I leave the rest at it's default setting.
I compile. I realize the results aren't what I hoped for.
In the first image, you get the result. In the second image, you see what the original texture is.
P.S. In the images, the entities are not light correctly. I corrected that. The screenshots are not from the most recent compile. I accidently used "Texture" rendering mode instead of "solid" on those entities. Dumb me.
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