Minimum Light Level:Why not for "light"-text. like orange002
Quote from mcdaniels on May 18, 2011, 4:21 pmMinimum Light Level: Is it somehow possible, to brighten up light-textures like orange001 or 002, without changing the .rad-file? Minimum Light Level does only work for non-light textures like concrete and stuff...
why is that so?
cheers
Minimum Light Level: Is it somehow possible, to brighten up light-textures like orange001 or 002, without changing the .rad-file? Minimum Light Level does only work for non-light textures like concrete and stuff...
why is that so?
cheers
Quote from NocturnalGhost on May 18, 2011, 4:25 pmFor plain textures like that one, you can simply adjust the texture scale to control the amount of light it gives off.
For plain textures like that one, you can simply adjust the texture scale to control the amount of light it gives off.
Quote from Aldéz on May 18, 2011, 5:17 pmYou can put light emitting materials on both brush entities and world brushes. Scaling down will make it brighter, yes. But since you seem familiar with rad files, you can make a map specific one by naming it after the map (or use the -light <your file name> argument to vrad.exe). Not sure if it will override the default rad file though.
You can put light emitting materials on both brush entities and world brushes. Scaling down will make it brighter, yes. But since you seem familiar with rad files, you can make a map specific one by naming it after the map (or use the -light <your file name> argument to vrad.exe). Not sure if it will override the default rad file though.
Quote from NocturnalGhost on May 18, 2011, 5:19 pmYep, smaller scales=brighter. You can use them on world brushes and func_brushes, but you should be aware that using them on func_brushes may not have the desired result, ie if you disable or move the brush, the surrounding area will remain illuminated, since the lighting effect given off by texture lights is static.
Yep, smaller scales=brighter. You can use them on world brushes and func_brushes, but you should be aware that using them on func_brushes may not have the desired result, ie if you disable or move the brush, the surrounding area will remain illuminated, since the lighting effect given off by texture lights is static.
Quote from mcdaniels on May 18, 2011, 6:57 pmit just doesnt work! i tried the texture scale up and down, the lightmap scale too. i tried very different values so i should see a difference but nothing... either way, func_brush and world brush didnt work. My plans are: making platforms that emit the white009(so far everything to my desire) that change color to orange 002 "onstartouch" via trigger_multiple. it works totally fine, but i want the orange light to be brighter, no need to emit light actually, just brighter! over .rad isnt good, because the white and the orange brush are func_brushes and the emitted light stays when it shouldnt. in order to have a texture toggle effect that in fact is simple brush-number toggle, they are triggered by trigger_multiple. is there a better way?
it just doesnt work! i tried the texture scale up and down, the lightmap scale too. i tried very different values so i should see a difference but nothing... either way, func_brush and world brush didnt work. My plans are: making platforms that emit the white009(so far everything to my desire) that change color to orange 002 "onstartouch" via trigger_multiple. it works totally fine, but i want the orange light to be brighter, no need to emit light actually, just brighter! over .rad isnt good, because the white and the orange brush are func_brushes and the emitted light stays when it shouldnt. in order to have a texture toggle effect that in fact is simple brush-number toggle, they are triggered by trigger_multiple. is there a better way?
Quote from Aldéz on May 19, 2011, 6:16 amI'm not sure what you're trying to do? You want the orange light to be brighter, but not emitting light?! Do you mean the material or the actual light? Are you trying to change the color of the lighting? In that case you need to place the lights manually and turn them on/off respectivly. Keep in mind that vrad has a limit to how many light settings you can have per surface. For example, I doubt you can have more than 4 lights close to each other that can be toggled on/off individually. If you want more dynamic lighting, well, use light_dynamic (costly to render).
I'm not sure what you're trying to do? You want the orange light to be brighter, but not emitting light?! Do you mean the material or the actual light? Are you trying to change the color of the lighting? In that case you need to place the lights manually and turn them on/off respectivly. Keep in mind that vrad has a limit to how many light settings you can have per surface. For example, I doubt you can have more than 4 lights close to each other that can be toggled on/off individually. If you want more dynamic lighting, well, use light_dynamic (costly to render).
Quote from mcdaniels on May 19, 2011, 6:42 ami just want the texture to be lighter. I will set the light myself by placing light_dynamics. it?s really just the texture i want to be brighter! i want a shiny orange not normal orange.
i just want the texture to be lighter. I will set the light myself by placing light_dynamics. it?s really just the texture i want to be brighter! i want a shiny orange not normal orange.
Quote from Aldéz on May 19, 2011, 6:52 amIt may be as easy as copying the material file and making som adjustments (maybe $tint something...). Was some time ago since I worked with materials, so I don't remember if it's possible. Otherwise, you have to make your own texture (and material). It can be tricky to convert it to the VTF format if you never have done this before. I recommend the program VTFEdit over the official commandline tools.
It may be as easy as copying the material file and making som adjustments (maybe $tint something...). Was some time ago since I worked with materials, so I don't remember if it's possible. Otherwise, you have to make your own texture (and material). It can be tricky to convert it to the VTF format if you never have done this before. I recommend the program VTFEdit over the official commandline tools.
Quote from mcdaniels on May 19, 2011, 7:00 amthe question is: when i make my own material, would someone else playing my map see this implemented material at all? won?t he have to copy my custom material into his "materials" folder so the bsp can access it??
the question is: when i make my own material, would someone else playing my map see this implemented material at all? won?t he have to copy my custom material into his "materials" folder so the bsp can access it??
