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Texture lighting in Half-Life: |
Texture lighting is a simple process that can achieve great results compared to normal point based lighting. In Half-Life, it is quite easy to do. First you must know that *.rad files indicate which texture will be giving off light. If you open up the .rad file, you'll noticed texture names follow by a series of numbers. The first three numbers after the texture name are its color in RGB, and the last number is the brightness of the light. In your WorldCraft directory, there is a folder named "Tools". Inside there should be lights.rad and valve.rad Select a light texture, for this example we'll use +0~fifts_lght01, and apply it to a surface. OK, this part is probably the most complicated of all, and really its not all that hard. Assuming you have downloaded Zoner's Half-Life Tools (ZHLT), and configured WC to use them, go to run, but don't hit go yet! Click on $light_exe and in the parameters box next to $path\$file put a space, and then -lights valve.rad If your using a compile controller, it should have somewhere where you can indicate which .rad file to use. If so just browse to your WC\tools directory and select valve.rad Next compile your map, and you should have some nice lighting. Point Based Lighting - vs - Texture lighting. |
Texture lighting in Counter-Strike: |
With Counter-Strike it's a bit different, it doesnt use the same "valve.rad" as Half-Life does. The compiling process is still the same as with using Half-Life. Instead it uses "lights.rad", and if you open this up with notepad, you'll notice it's quite empty. One thing you can do is copy "valve.rad" and rename it to "lights.rad". Or you can open both up with notepad/wordpad and copy all the texture names from valve.rad to lights.rad |