ZHLT problem in Half-Life 1 Editing

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Hey there,
I've been having some compile problems lately - one probem that is. Whenever I compile with ZHLT lamp textures do NOT emmit light - I must add separate light entities to compensate. It's strange though, the old Valve tools that come with Hammer (3.5) don't have this problem - it's all straight there. All tools are set to "Normal" compile in the Run window when compiling.
Im using the newest Zoner tools - 3.4 if I'm correct.

Please do help, it's pissing the living hell out of me.
 
Are the tools set up so they can see lights.rad or valve.rad or whatever file it is?
 
Oh, well It wasn't set like this before. The lights.rad and valve.rad files were in the folder of the original Valve tools - I had to copy them to the new one with the Zoner tools. Could you explain to me what these files are for or what they do? Thanks, this fixed the problem. ;)
 
They tell the file which textures emit light (by the way, only one of the files does, but I can't remember which one it is). The format is:
texturename red green blue intensity
 
Thanks. So I can use this format to edit the light emiting capabilities of textures?

Edit: Both files are meant for texture light emission, not sure why. And it looks like they both have the same parameters and textures.
 
Yes, you can make lights emit texture with this file. You might want to look at the ZHLT documentation; I think you can have a .rad file with the same name as your map if you want to do something for just one map.
And yes, valve.rad and lights.rad are essentially the same thing, but the compile tools will only look for one of them (in an SDK update they changed the name).
 
Hey, thanks. I've got another problem on my mind right now, too. It's concering lightmaps for faces.

hammererrorlight.png


First I might ask, what's a luxel? Second, how can I fix this one?
 
I think I once got this error when using aaatrigger on a non-trigger brush.
Reading here and here it looks like your .map might be corrupted, or you should try getting rid of the texture altogether.
 
It's not a problem anymore. It happens when I try to lit a huge face using the aaatrigger texture. I just dont have to do it anymore. There was a "crack" in the map floor exposing it to a huge box using this texture. Whenever I lit the aatrigger it gave me this error. It's not serious, I just don't have to expose the huge face to light.

Anyways, something new I might ask you (again) - have you ever had such a problem with light? See the image.

submerge0000.png
 
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