_minlight(string) : "Minimum light level" If want to fix this, find the func_wall FGD code and replace it with this base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall" Just ignore it, this happening because the Texture Light Style property is missing from the FGD that you're using. If you hit Alt+P to check for problems, you'll notice one or more invalid keyvalues errors. You'll probably want to set the brightness of the light entity to 1 1 1 0.1, 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). In other words, turning the light on and off will now turn the texlights on and off, too. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. Now create a light entity with the same name as the brush entity. If this property does not exist, you can add it manually by turning off SmartEdit, and adding these keyvalues: Now select Grouped in the Texture Light Style property. Turn your light fixture into a func_wall, which i believe is already done. Here's how you can make your texturelight switchable (Requires ZHLT 3.4): Oops x2! (please delete previous message!) Here's the relevant info posted by muzz regarding switchable textlights: You need to put this file in the same directory as ZHLT NOTES: Download the example map for my copy of LIGHTS.RAD. If you have further questions, please post then on the forum or e-mail me. I hope I have shown you how to use Texture Lighting. In the example, I have made a very bright light, but if you wanted to create subtle lighting effects, you'd probably want dimmer lights at some point. The last number is the brightness of the light. So, if you wanted to make STEEL emit white light, you'd put this: The first number is red (0-255), then green (0-255) and blue (also 0-255). These numbers affect the colour of the lighting: 160 170 220. I'll now explain what those numbers mean. All you need to divide the texture name from the numbers with is two tabs (hit the TAB key twice, just above CAPS LOCK). It's that simple - you want STEEL to emit exactly the same light as +0~FIFTS_LGHT01? Just copy the line and change the texture name, like so: Now, as you can probably see, the first bit of text is a texture name. I'll use this as an example for this tutorial. You could, for instance, decide that you wanted all the STEEL textures in your map to emit light. The file is called LIGHTS.RAD, and you can easily edit it to make your own texture lights. However, there are many copies of this file available on the internet. When you compile your map, the compile tools will look for this file, which, for whatever reason, VALVe don't give it to you any more (since an old version of WorldCraft). Sounds a bit odd, doesn't it? Well, it's actually very simple, but, for some odd reason, VALVe decided to stop helping you do it.Īll you need is one little text file, which you should open in Notepad. The Sinai map is quite new, so maybe no F-14 owner has experienced it so far.Texture lighting is, as the name implies, lighting your map using textures. But because only the F-14 is affected, I'm reporting it here. It may be a map issue that only shows in the F-14. Other modules (I have tested the F/A-18) are not affected on the Sinai map and there is no issue for F-14 on the Syria map. This problem (aside from not being mirror related) seems to fit my problem better. I have also tried the solutions described inīut they do not fix the problem. (well in some cases it looks like there a black box just on most of the screen and expands shortly after and it is clearly not a displayport blackout because of this and the short time) But only if the mirrors are toggled on and only on the Sinai map.īut it happens just while looking forward without moving the view and the the whole screen blacks out for just 1/10 of a second or less. If mirrors are on I'm experiencing some flickering on the whole screen every then and now.
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