light problem :(


(mic20010) #1

hi!
i began mapping yesterday (for enemy territory) , i have got a little problem with the lights
my english is a little bad because i’m french (i’m 16 years old)
i made a little map like this:

you can see that they are two lights they are like this:

in the game, it’s not like here! i don’t understant, it worked yesterday, but now, in the game it looks so:

as they were no lights… in the game options, all is at the highest…
what must i change to get real lights?
thank you for answer

mic20010


(TFate) #2

You must do a light compile… instead of “BSP -meta”, try “BSP -meta -vis -light -fast -filter”.

Also, for the textures that you are using, lights aren’t needed because they automatically give off light.


(mic20010) #3

thanks for answer
the compile was “BSP -meta -vis -light -fast -filter”
where can i see the settings of the textures to change them so that they don’t automatically give off light?
or must i change the textures?


(TFate) #4

You should never change the textures that come with the game. Instead you can make a new folder with your custom textures in them.

If you’d like to see how they work the .shader files are in etmain/scripts and the .tga and .jpg files are in etmain/textures.

The .shader files can be opened with notepad. :moo:

EDIT: More info, .shader files are files that edit the properties of the texture, for instance if you wanted the texture to be grass or water or to give off light.


(mic20010) #5

ok i will try to change the textures
i have another question:
how to specify the size of a texture? is this possible?
thanks
mic20010


(TFate) #6

The size of a texture depends on the .tga or .jpg file.

BUT in Radiant you can stretch/shrink textures by selecting a brush or a face and pressing S.


(mic20010) #7

ok!
i have a question (the last!)
how to select a lot of brushes without selecting them one after one?
i have a broken wall who has a lot of brushes, i think i will take 15 min to select them all!
is is possible to select a lot of brushes in one time?


(nUllSkillZ) #8

Don’t think that it will be your last question. :slight_smile:

You can group brushes to a “func_group”-entity.
But to do this you have to select them first.

My experience:
If you move one part of an entity and then click undo the whole entity is selected.

Not sure if there’s another possibility.


(TFate) #9

alt+shift+click on it in one of the 2D view to select the whole func_group as well.


(mic20010) #10

ok i will try the group fonction
i changed the textures, and did a “BSP -meta -vis -light -fast -filter” compile
but is is so:

only the textures changed, it is like before, it is as they were no lights…
i don’t know what to do…
thanks all for helping :slight_smile:


(nUllSkillZ) #11

Do you get a error message?
Like “map is leaked”?


(mic20010) #12

yes!
i get “map is leaked”, but was does it mean?


(TFate) #13

It means that there is some way to fall off your level… make sure all the holes are sealed… a lazy way to do this is to put a sky brush around your map and then hollow it.


(mic20010) #14

ok thanks!!
now i have good lightning, the map was leaked…
bye
mic


(TFate) #15

You’ll be back. :moo:


(Mr_Tickles) #16

lol hahaha