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Glowing Textures

CyanBoterham

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RNC1839

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-lights not -light

Also using 300 brightness is just suicide. I only used 15 for everything in bouncerific.


CyanBoterham

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ok im dumb  :(
Also the brightness was random for just checking how bright it would be, thx for the pointer


CyanBoterham

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Tx_

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lower the texture scale thing for more lights coming out of the texture


CyanBoterham

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Not sure what you mean by that. Lightmap scale doesnt do anything though if you mean that


Tx_

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pants

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Lightmap scale directly affects how many lights a texture-light emits.

It might be due to the size of the block you are texturing that a small change won't have a change due to how the size of the lightmap scale grid fits on the brush. Try going smaller.

2nd thing is that they won't exactly 'glow' and just radiate ambient light, you need a nearby surface which can lit up by the texture. I've found texturing directly on the floor will always look dull because there's not much for it to light, whereas if you use a strip bordering the floor you can get a much more noticeable effect. If you want to do the floor, consider putting it say in a recessed area with a glass strip over the top and it might be much more prominent.

Also I don't know about RNC but I used like a brightness from 300-500 for my recent indoors glowy map. That map had like no other lighting however.


CyanBoterham

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Ill check it out tomorrow when i got some more time.
Also a last little question about lighting: How do i get a visable bundle of light coming from a lightsource/spot/idk like on jump_negative for example with the spots on the walls. Using light_spot didnt do that for me.


pants

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You can use a light_spot + a few other things like func_dustmotes if you want a more natural look (e.g. http://www.moddb.com/tutorials/advanced-lighting).

Other option is point_spotlight https://developer.valvesoftware.com/wiki/Point_spotlight