lights.rad?

Skaruts

2010-07-28 18:18:34

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Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\......................\sourcesdk\bin\ep1\bin\lights.rad.
I went in the interlopers error checker and it sais
Error checker wrote:could not find lights.rad in lights.rad

Description:
Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves.

Solution:
Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one.
I don't know what's causing this, I have no self illuminated textures, I have a few func_dustmotes and some env_beams. Being the beams the only textured lights I could assume I have... (if they can be considered lights) Beams aren't working in game tho.
I don't rly know where to get this file from (as they say "Move to"), and I dunno if their lights.rad tutorial will work with hl2dm, or, more specificaly, with my map.

HALP!!

[EYE] Valar

2010-07-28 19:58:15

don't mess with your game files.
Open hammer and make a simple box. with one simple light and an info_player_deathmatch in it. that's all. compile and see if all goes ok.
if yes:
go into Hammer and open that map you were working on before. make a user group and include in it ALL dustmotes, beams and all the special effects you have in the map. then hide that group. now compile.

let me know.

Sacrifist

2010-07-28 21:02:20

You should first look in your hl2mp folder and make sure the lights.rad file is actually in there. If it is then do what Valar said to do. If they are still screwed, then I would replace it with a fresh lights.rad straight from the deathmatch gcf file.

Skaruts

2010-07-28 23:52:37

Yea I don't have any lights.rad in my hl2dm folders...

I tried both things Valar and it still gives me that error.
I had tried before to exclude all dustmotes and beams from compile, it went the same, but now I double-checked.
And I tried the simple box now too, and yes, still no rad file...

I can try taking it from the cgf file...

I reinstalled the game two days ago, but since steam doesn't erase anything from the games folders, I had to do it myself. Maybe the game doesn't generate this file on it's own?? Does't make much sense that way...

[EYE] Valar

2010-07-29 00:11:04

not only that but the lights.rad in the CGF should override the client files. ah well. grab it from the CGF and be done with it.
i have to say this is the first time i'm hearing about problems with HL2DM. so strange.

Skaruts

2010-07-29 00:28:19

I had seen this before, but I can't remember where. Maybe it wasn't with hl2dm...

Ok I went looking for it in the cgf files. The half life 2 deathmatch.cfg file doesn't have anything, I found one in half life 2 episode one.cgf but I compared to the lights.rad file from a friend and it differs a bit.
Now I'm a bit confused...

This is my friend's .rad file:

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lights/fluorescentcool001a	189 231 232 350
lights/fluorescentcool001b	236 255 182 350
lights/fluorescentcool002a	189 231 232 400
lights/fluorescentcool002b	236 255 182 400
lights/fluorescentcool003a	189 231 232 300
lights/fluorescentwarm001a	239 216 193 350
lights/fluorescentwarm002a	239 216 193 400
lights/fluorescentwhite001	a245 245 245 350
lights/fluorescentwhite002	a245 245 245 400


lights/hazzardred001a		228 37 0 300
lights/hazzardyellow001a	250 215 74 300

lights/HIDcool001a		145 222 172 650
lights/HIDcool001b		205 232 255 650
lights/HIDwarm001a		255 201 116 650

lights/white001			250 240 205 100
lights/white002			189 233 247 425
lights/white003			232 246 190 350
lights/white004			170 228 247 425
lights/white005			234 235 220 375
lights/white006			234 235 220 100

lights/white001_nochop		250 240 205 100
lights/white002_nochop		189 233 247 425
lights/white003_nochop		232 246 190 350
lights/white004_nochop		170 228 247 425
lights/white005_nochop		234 235 220 375
lights/white006_nochop		234 235 220 100

lights/incandescentcool001a	235 235 235 300
lights/incandescentwarm001a	250 226 129 300


glass/glassscreen001a		172 192 161 225
glass/glasspipe001f		214 72 44 200
glass/glassscreen001c		172 192 161 225
glass/glassscreen001d		211 187 134 225
glass/glassblock001a		70 194 209 200 
composite/citadelfloor001a	103 143 203 200
props/tvscreen006a		196 0 0 200
shadertest/gooinglass		149 49 15 50

glass/glasswindow002e		189 233 247 425
glass/glasswindow035a		145 222 172 100

dev/DEV_INTERIORLIGHT02B	151 176 204 225

plaster/plasterwall029h		189 223 227 125
building_template/Building_Trainstation_Template001d	230 230 200 65
building_template/Building_Trainstation_Template001e	230 230 200 150
building_template/Building_Trainstation_window002d	230 230 200 300
building_template/Building_Trainstation_window002e	230 230 200 300

lights/physgunlight 		189 231 232 20
And this is the one from episode one.cfg file:

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lights/fluorescentcool001a	189 231 232 350
lights/fluorescentcool001b	236 255 182 350
lights/fluorescentcool002a	189 231 232 400
lights/fluorescentcool002b	236 255 182 400
lights/fluorescentcool003a	189 231 232 300
lights/fluorescentwarm001a	239 216 193 350
lights/fluorescentwarm002a	239 216 193 400
lights/fluorescentwhite001a	245 245 245 350
lights/fluorescentwhite002a	245 245 245 400


lights/hazzardred001a		228 37 0 300
lights/hazzardyellow001a	250 215 74 300

lights/HIDcool001a		145 222 172 650
lights/HIDcool001b		205 232 255 650
lights/HIDwarm001a		255 201 116 650

lights/white001			250 240 205 100 250 240 205 66
lights/white002			189 233 247 425 189 233 247 300
lights/white003			232 246 190 350 232 246 190 234
lights/white004			170 228 247 425 170 228 247 225
lights/white005			234 235 220 375 234 235 220 247
lights/white006			234 235 220 100 234 235 220 66

lights/white001_nochop	250 240 205 100 250 240 205 66
lights/white002_nochop	189 233 247 425 189 233 247 300
lights/white003_nochop	232 246 190 350 232 246 190 234
lights/white004_nochop	170 228 247 425 170 228 247 300
lights/white005_nochop	234 235 220 375 234 235 220 247
lights/white006_nochop	234 235 220 100 234 235 220 66

Lights/red001			254 10 10 425 254 10 10 300


lights/incandescentcool001a	235 235 235 300
lights/incandescentwarm001a	250 226 129 300


glass/glassscreen001a		172 192 161 225
glass/glasspipe001f		214 72 44 200
glass/glassscreen001c		172 192 161 225
glass/glassscreen001d		211 187 134 225
glass/glassblock001a		70 194 209 200 
composite/citadelfloor001a	103 143 203 200
props/tvscreen006a		196 0 0 200
shadertest/gooinglass		149 49 15 50

glass/glasswindow002e		189 233 247 425
glass/glasswindow035a		145 222 172 100

dev/DEV_INTERIORLIGHT02B	151 176 204 225

plaster/plasterwall029h		189 223 227 125
building_template/Building_Trainstation_Template001d	230 230 200 65
building_template/Building_Trainstation_Template001e	230 230 200 150
building_template/Building_Trainstation_window002d	230 230 200 300
building_template/Building_Trainstation_window002e	230 230 200 300

lights/physgunlight	189 231 232 20

ati_2004/monastery/light_panel_01.vmt	241 232 165 300
ati_2004/monastery/light_panel_02.vmt	117 121 159 200
I varies a bit in some values, and also in the last lines. I dunno if it makes a big diference or not...

Sacrifist

2010-07-29 00:35:29

Here you can use mine
Lights.rad file

Skaruts

2010-07-29 01:16:16

Yours is just like my friend's.
Thx, I'll use that one.

[EYE] Valar

2010-07-29 01:25:41

use Sacrifist's bro. you seem to go around in circles with this. its very simple and just a missed download / corrupted file is all.

Ade

2010-07-29 22:59:36

whats wrong with mine >_<
i thought u guys were just misspelling dustmite :rofl: whats a dustmote

Skaruts

2010-07-29 23:25:56

Nothing wrong with yours, I just got confused when I compared it to the one in the episode one gcf... I guess I forgot to mention that when we chatted. :D

Dustmotes are func_dustmotes, creates a particle effect for dust particles, and in some tutorials it apparently seems to create a light volume effect too, tho I never could make them work like that.. 0o

[EYE] Valar

2010-07-30 00:04:03

func_dustmotes only create dusk particles. nothing light related at all. that tut you read is wrong.

Skaruts

2010-07-30 00:30:52

Yes. I noticed. :D But I think I've seen more than 1 tut with that, and none of them worked anyway.
I wonder why they make these tuts, or if they forgot to point out something.

[EYE] Valar

2010-07-30 11:51:01

because dustmotes are usually used inside light volumes. so you would get the light coming effect better.

Sacrifist

2010-07-30 23:56:07

You can kinda see the dustmotes I put under this light in my rock2 TF2 map. Makes it look like bugs are swarming the lights :)
Image