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Texturing Lights?

On "developer.valvesoftware.com" on a tutorial for creating an observation hallway, at the part for constructing the ceiling lights it mentions texturing lights. I don't know how to do this. If anyone knows what it means by this (or how to do it), please inform me about it. And no, not textures that emit light, but texturing the light itself, or so it seems to say.

I think it means to just use the white009 texture on the ceiling. You could look at the observation room instances to see how it should look, labs/observation_room_256x128_1b.vmf has one of those lights.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Maybe... Most likely, but -- wait no I think I used white001. I'll see what happens. Thanks.

I think that together with the light texture, you need an env_projected texture.

Not in those lights; you can only have one projectedtexture at the time, and even a single observation room can contain multiple ceiling lights.

Falsi sumus crusto!
yishbarr wrote:
I think that together with the light texture, you need an env_projected texture.

The projected texture is independent of the light source. The projected texture goes with the window to produce the shadows that are caused by the frame of the window.

Wow! That was...uh, yeah. Just, yeah.
FelixGriffin wrote:
Not in those lights; you can only have one projectedtexture at the time, and even a single observation room can contain multiple ceiling lights.

I think they may have changed that because the small observation rooms you can add in PeTI all have a projected texture as well. Since it is possible to have more than one of those small rooms attached to the chamber at once, it seems to me the projected texture would have to active in all of them at once.

Wow! That was...uh, yeah. Just, yeah.

No, those ones are light_spots. They're similar but the shadows aren't fully dynamic.

Falsi sumus crusto!
FelixGriffin wrote:
No, those ones are light_spots. They're similar but the shadows aren't fully dynamic.

You can judge that just by looking at PTI maps.