Texturing Lights?
Quote from Stirewalt2000 on July 27, 2013, 5:43 pmOn "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.
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.

Quote from TeamSpen210 on July 27, 2013, 6:00 pmI 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.
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.
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Quote from Stirewalt2000 on July 28, 2013, 6:35 pmMaybe... Most likely, but -- wait no I think I used white001. I'll see what happens. Thanks.
Maybe... Most likely, but -- wait no I think I used white001. I'll see what happens. Thanks.

Quote from FelixGriffin on July 29, 2013, 10:20 amNot in those lights; you can only have one projectedtexture at the time, and even a single observation room can contain multiple ceiling lights.
Not in those lights; you can only have one projectedtexture at the time, and even a single observation room can contain multiple ceiling lights.
Quote from protoborg on July 30, 2013, 9:10 amyishbarr 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.
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.
Quote from protoborg on July 30, 2013, 9:13 amFelixGriffin 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.
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.
Quote from FelixGriffin on July 30, 2013, 10:18 amNo, those ones are light_spots. They're similar but the shadows aren't fully dynamic.
No, those ones are light_spots. They're similar but the shadows aren't fully dynamic.

Quote from Gemarakup on July 30, 2013, 10:27 amFelixGriffin 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.
You can judge that just by looking at PTI maps.