- Mar 26, 2016
- 3
- 1
Hello everyone, I just recently began mapping and so far it's been going pretty well, however I wanted to create a texture that acts as a light source, which after a quick google search I found an article in the developer wiki and various youtube tutorials showing how it is can be done via creating a lights.rad file in the game's main folder (steamapps/common/Team Fortress 2/tf/lights.rad)
The way I understand it is that hammer automatically looks for a file of that name and uses it when compiling, but even after setting up my lights.rad with the following line:
dev/dev_whitelight 255 255 255 300
The texture still just appears as normal. I have already double and triple checked the name as well as the .vmt files for the texture, all my compile settings are on "normal" but I just can't get it to work.
In the compiler output I found the following lines:
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Any tip or advice is highly appreceated.
The way I understand it is that hammer automatically looks for a file of that name and uses it when compiling, but even after setting up my lights.rad with the following line:
dev/dev_whitelight 255 255 255 300
The texture still just appears as normal. I have already double and triple checked the name as well as the .vmt files for the texture, all my compile settings are on "normal" but I just can't get it to work.
In the compiler output I found the following lines:
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Any tip or advice is highly appreceated.