InsaneSingingBlender Posted January 2, 2005 Report Posted January 2, 2005 k it works but for rad its always searches for lights.rad and cant find it and my maps are fullbright
skdr Posted January 2, 2005 Report Posted January 2, 2005 lights.rad is located in your Steam cache, dont care about that, there's bunch of textures set to emit light (mostly single color textures like white(light) etc). Make sure your map doesnt have a leak.
InsaneSingingBlender Posted January 2, 2005 Report Posted January 2, 2005 i fixed it, all i had to do was create a lights.rad in the bin directory
Tequila Posted January 2, 2005 Report Posted January 2, 2005 cd "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\bin" vbsp.exe "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\cstrike_sample_content\maps\**MAPFILE**" vvis.exe "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\cstrike_sample_content\maps\**MAPFILE**" vrad.exe -smooth 85 "**YOUR STEAM DIRECTORY**\steamapps\your@email.com\sourcesdk\cstrike_sample_content\maps\**MAPFILE**" pause Fill in ** ** smooth 85 increases the smoothing group angle to 85 degrees... since the default is like... 0.000000000892731 degrees of wtf? Odd indeed. Cheers DD.
von*ferret Posted January 3, 2005 Report Posted January 3, 2005 halflife2 doesn' thave "dynamic shadows"
DD Posted January 4, 2005 Author Report Posted January 4, 2005 It does too. Although fixed lighting point.
wacko Posted January 4, 2005 Report Posted January 4, 2005 it does not have the same dynamic shadowing that let say doom 3 would have and there is an easy way to prove that build a wall make it fun_breakable... place a "Dynamic Light" and then blow up the wall and wow the shadow from the wall is still there... but the wall is not there Hmmm I don't know... How does that happen??? explain to me the dynamicness(not really a word) of that.
kleinluka Posted January 4, 2005 Report Posted January 4, 2005 I wouldn't call the lighting in HL2 dynamic. Dynamic lighting to me means lighting that changes with moving objects, like a lamp that is rolling around on the floor changes the lighting and shadows etc. And since he was asking for "dynamic shadows" - no i don't think that is possible in Source.
wacko Posted January 6, 2005 Report Posted January 6, 2005 its not possible.... Which i stated but i guess my lack of knowledge on anything mapping related just over powers what i said.
Defrag Posted January 6, 2005 Report Posted January 6, 2005 Thanks for posting that batch file. I was having lockups in hanger whilst compiling (crashed vrad, too). With the batch file it runs swimmingly.
ShaDoW Posted January 6, 2005 Report Posted January 6, 2005 Dynamic shadows would be possible and is supported by the Source engine, but you would have to do this in the form of your own modification. Valve didn't implement this feature in Half-Life 2, as it wasn't really required.
kleinluka Posted January 6, 2005 Report Posted January 6, 2005 actually no because the shadows for bsp objects are pre-compiled, but maybe zaphod can shed some more light on this
tuemmykids Posted January 10, 2005 Report Posted January 10, 2005 I remember seeing dynamic shadows on the caracters in Bloodlines, so it's gotta be possible for props to cast dynamic shadows.
Schmung Posted January 10, 2005 Report Posted January 10, 2005 Isn't it it done a per light basis rather than a per object one?
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