Ns Rad File?

DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
<div class="IPBDescription">anybody have one?</div>I was wondering if there was some sort of common .rad file i haven't seen that has the crap like the additive textures and also values for the NS lights and etc... i'm bad at guessing the light values myself heh.

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    n00b <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Nope, its totally empty, gotta make your own!
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Then how are all you people doing that sexy, sexy lighting :X
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Hours and hours of experimentation.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    n00b

    read this:

    <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=48' target='_blank'>http://countermap.counter-strike.net/Tutor...orial.php?id=48</a>

    now j00 no n00b, go0d luck
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    ... I know how texture lights work. That isn't what I asked heh. But I've found out anyway, no thanks to all you guys. Except Greedo. and Comprox.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    dood i gave u uber linkage to a tut to determine your light values. and j00 never thanked me? well thats it now im taking the kids, your dinners in the dog and i always faked it.
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    What he's asking is if there is a premade lights.rad file with the NS light textures already added and ready to compile.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I think i'll have a shot at this. it'll make a worthy addition to NS World.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    yes i know, but the thing is you can make any texture emit light all you need to do is slap a ~ before its name. and some of the ns textures look like they should emit light but are not named with the ~ prefix.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    To get a rough idea of how my texture light will look like, I create a light point entity in Worldcraft/Valve Hammer, and pick a colour from that big spectrum. Then just copy the number values from their and paste it into your .rad file. Then at least you'll come up with a colour that you kinda wanted, then you can just adjust it to what you want.

    Well.... that's what I do anyway. I don't think making a .rad file for everyone to download is a good idea. I enjoy creating my own colour schemes, and making certain textures emit lights. It is a way to vary your own map from the rest. Would having a default .rad file that everyone uses make maps look similar? Maybe...

    It would almost be like using a prefab (all prefabs should burn in hell!)
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--blue2k+Jan 4 2003, 11:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blue2k @ Jan 4 2003, 11:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yes i know, but the thing is you can make any texture emit light all you need to do is slap a ~ before its name. and some of the ns textures look like they should emit light but are not named with the ~ prefix.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b>Every</b> tex can emit light, no prefixes required.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    now theres prefabs, and then theres prefabs man. like i dont use them myself, but its kinda handy for newb mappers to use them. for eg: a set of intricately working doors/crazy machinery/enviromental effects/whatever is useful because we tend to use them again and again. but if your talking about cars/trucks/crazy machinery with 700 info_targets and 4 million lasers/a pool table with several badly clipped balls and a 32 point cue, then yes i agree with you. when i first started mapping i downloaded like 200 prefabs thinking id need them, and i never ever used a single one. they were badly made and if i tried to compile a single room map with one of them in it may take 4 hours because they were so badly made.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    originally posted by Nemesis Zero

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Every tex can emit light, no prefixes required<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    i thought so , but ive never been able to get that to work. i tried making a wall texture glow just as a test, and it still remained as dark and lifeless as a regular wall texture.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    o_O

    Well, Eniant <i>has</i> some glowing trimtextures. Works like a charm here...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2003
    As promised one .RAD file containing both HL and NS light textures.

    <a href='http://nsworld.ns-central.co.uk/mappingguide/ns_lights.rad' target='_blank'>ns_lights.rad</a>

    You may have to adjust the intensity values to suite your env_gamma setting.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    that looks a pretty sound rad file for a gamme ramp of 1.2-1.4
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Sometimes newb mappers rely on them too much though, and then you see the same things crop up in different maps by different authors. I noticed that someone posted screenshots on these forums which featured a pepsi and dr pepper machines, both of which are prefabs which I've seen before.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    woot. nice one chrome :)
Sign In or Register to comment.