Texture Lights
Zahl
Join Date: 2003-02-21 Member: 13802Members, Constellation
<div class="IPBDescription">problem using enhanced texturelights.</div> I am trying to use Enhanced Texlights, a feature from Zoners/XP-Cagey's compile tools.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->enhanced texlights
All texlights can now pulse, flicker, and switch on and off, just like normal light entities. To use this feature, you need to set the 'style' value on the brush entity which has the light-emitting texture.
If your .fgd doesn't include style values, you can add the following to any entity...
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity.
Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity! In other words, turning the light on and off will now turn the texlights on and off, too. (You'll probably want to set the brightness of the light entity to 0.01, so that it emits no light of its own.)
(This trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly.) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I made my texturelights func_walls and set them to normal. I named the func_wall lpanel_docking.
I created a light, with name lpanel_docking, with brightness 0.01 and it starts off. I put the texturelight name "light_panel04" in my lights.rad with 200 80 80 500.
I added a func_weldable that turns on my light. When I compile my map and start it up, the texturelights start on. When I weld it, it will turn on the light entity but nothign changes with the texturelights.
What am I doing wrong?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->enhanced texlights
All texlights can now pulse, flicker, and switch on and off, just like normal light entities. To use this feature, you need to set the 'style' value on the brush entity which has the light-emitting texture.
If your .fgd doesn't include style values, you can add the following to any entity...
style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]
The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity.
Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity! In other words, turning the light on and off will now turn the texlights on and off, too. (You'll probably want to set the brightness of the light entity to 0.01, so that it emits no light of its own.)
(This trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly.) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I made my texturelights func_walls and set them to normal. I named the func_wall lpanel_docking.
I created a light, with name lpanel_docking, with brightness 0.01 and it starts off. I put the texturelight name "light_panel04" in my lights.rad with 200 80 80 500.
I added a func_weldable that turns on my light. When I compile my map and start it up, the texturelights start on. When I weld it, it will turn on the light entity but nothign changes with the texturelights.
What am I doing wrong?
Comments
This thread should have gone there but I'll see if I can look up some information on your problem.
Edit: Having reread your problem I don't belive you can have lights with a fancy style like flicker and also have them switchable.
Normally in half-life you can't, but it is in the documenting of p15. Tried getting it to work. Otherwise I don't know what that piece of text refers to, if not making texture lights enhanced.
"To use it, create a brush entity with texlights on it, and set its <b>style to Grouped</b>; then create a light entity with the same name as the brush entity."
"I made my texturelights func_walls and <b>set them to normal</b>"
Seems like a pretty simple error to me :|
BTW- very nice find there! I never knew you could group em as such! Very helpful!!!
If you are working on something and can't get it to work, you always think it is some complicated cause when you can't find the obvious problems. That is why there is a forum, for fresh input, because I would have never found that obvious solution to my own problem on my own (well, maybe after a few weeks and gotten so angry that my laptop would be tested on what it can stand (it is supposed to survive 10 drops from a table) and I would regret that).
Oh well, look on the brightside, now everyone in this forum knows how to make texture lights switchable......
Just edited it in my map, and it works. Heh, it was soo obvious :x
btw, thanks for the phase :x Should not have made the mistake of the wrong forum ;x
Texture lighting always looks better than normal lights, give much more life/vibrance to a room. And the downside to texture lighting always was that it was fixed, no way to make it interactive. So when I was reading XP-Cagey's readme, to see which commands he had introduced to this new build (like -wadautodetect) and I came across this. I immediately tried it out, but it was late and I was being stupid so I made that stupid mistake. Then after 3 hours of not getting it to work, I finally typed up a thread here, in the wrong forum, and my obvious mistake was found out :x
Oh well, it hasn't been used yet in any ns maps that I know off, I haven't even seen it used in any other mods, except Spirit of Half Life. Hope some mappers will find a use for it, because for years people have been saying "if only texture lights were..." and now that we have it, nobody is using it...
Texture lighting always looks better than normal lights, give much more life/vibrance to a room. And the downside to texture lighting always was that it was fixed, no way to make it interactive. So when I was reading XP-Cagey's readme, to see which commands he had introduced to this new build (like -wadautodetect) and I came across this. I immediately tried it out, but it was late and I was being stupid so I made that stupid mistake. Then after 3 hours of not getting it to work, I finally typed up a thread here, in the wrong forum, and my obvious mistake was found out :x
Oh well, it hasn't been used yet in any ns maps that I know off, I haven't even seen it used in any other mods, except Spirit of Half Life. Hope some mappers will find a use for it, because for years people have been saying "if only texture lights were..." and now that we have it, nobody is using it... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I believe I saw the effect used in ns_enceladus.