Tex Lights

NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
<div class="IPBDescription">why</div> Well here i got a question : Why does texture lights take more time compile with the map then just original lights.

And texlights is kinda strange cuz when im using original lighs (light) enteties
then my lihts is kinda better then texlights. Orignal lights are shining much better on some way for me.

Then what is the good with texlihts? hum. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2004
    Its fast and easier to implement into the map, since all you have to do is add a texture to a face and then add this to your lights.rad

    Textlights use much more lights then the entity light/lightspot and because of that the compile time is way longer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I perosonally like to use both techniques. For spotlight textures I never use texlights but a combot of a light in the corosponding color against the face with the light texture on it (brightness of 50-100 would work perfect) and a spotlight a little lower for the spot effect.
    This way you only use 2 lights for this small area and it looks better then using texlights. This technique is also usefull if you want ot quickly add a broken/flickering light.

    In some cases for it to look good its better to use this technique and in some cases its better to use the texlights.
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