Problem with texture lighting!

C

Cogen

Guest
Hey people, any assistance would be greatly appreciated. This has got me totally baffled.
I cant figure out if im doing something wrong or if the source engine is just erratic and temporamental?!

Basically, half the time the texture lighting seems to work, and half the time textures dont give off any light.
I'm not talking all the lights working on one compile, and then the next time i compile it none of them work. im talking half the texture lights on a map will glow and half will not.

here's some pictures to demonstrate...

Good Lights
Thats a ramp way on one side of the map which is lit beautifully by the texture lights.

Bad Lights
And this is an almost identical ramp way on the other side of the map (the lighting pillar is purely copied and pasted) but it gives off no light at all?

IM SO CONFUSSSSSED! .... So.... errrrr... help... please? :angel:
 
I aviod texture lighting wiht source becuase its just dumb and dont even look all that good when applied.

Texlights were awesome in the goldsrc engine but now its just not fun anymore :(
 
well i dont know... define "set up correctly" ? lol

i wouldnt have thought it would be something with the lights.rad file.

how can it work some of the time, and not the rest of the time on the same compiled map, with identical lighting textures?
 
I aviod texture lighting wiht source becuase its just dumb and dont even look all that good when applied.

Texlights were awesome in the goldsrc engine but now its just not fun anymore :(

when they work correctly i think they look brilliant. looks a lot more realistic to me than light entities.
but its being a right pain in the behind so if nobody has any answers for me i may have to use some textures that dont give off light and do it manually :(
 
I doubt its lights.rad. does the compile log say anything strange? Does the map leak? is the texture light part of an entity? Check those maybe?
 
Yeah, try to find ANY differences whatsoever, between the parts that work and the parts that dont (including being in different hint zones, or being part of entities like func_detail, func_illusionary, etc) and see if anything's different at all.

You can also add your optimizations (hint brushes, etc) to vis groups, and hide them, then compile, and see if it's any different without them.
 
In the texture browser check the box that says "show only used textures" or something like that. Find your light and make sure you aren't using a similar looking texture that isn't in your lights.rad.
 
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