Game Development Community

Light Textures

by Joe Sulewski · in General Discussion · 10/18/2004 (7:42 am) · 4 replies

Is it possible to use textures as lights like they do in quake?

I'm using GTKRadiant on the Macintosh and I don't know how to make lights. The light entities that come with Quake or Wolfenstein do not work, they lock up the map2dif process. One thing I noticed is that with Quake you can use a texture as a light.

So my question is how to I place lights into my map with gtkradiant? I can do the geometry just fine with the -q 3 command switch for map2dif.

Before anyone tells me about the cost I understand the cost and licensing issues. But right now it's the only solution for a Mac and I'm only using it to prototype something. If I like what I make then perhaps I will get a pc for quark or make a solution for the Mac. But until then this is all I have.

Thanks

#1
10/18/2004 (8:49 am)
Hey tell me how to animation
#2
10/18/2004 (8:57 am)
@Smith: Don't hijack threads.

@Joe: AFAIK, you can't use textures as lights like in Quake(I think you're talking about projection lights). If you do a search, there's a list of supported lights for TGE that are used in the .MAP format(strobe, runway, omni, spot, and like 3 or 4 others, but none that take a texture as an argument to their functions). Have you looked into using Cartography Shop and then converting them using the code snippet that updates map2dif from Synapse Gaming?
#3
10/18/2004 (9:17 am)
Ted

Thanks for the tip but Cartography shop is for Windows only. There is no Mac version and I don't have access to a Window's Box.

I found the different lights used by looking at the source of map2dif but I need to make GTKRadiant use the lights that Torque uses.

Joe
#4
10/18/2004 (11:43 am)
I think I figured out how to make it work but unfortunately torque requires the classname to appear first in the map file. Making Radiant support custom entities is easy. I need to figure out how to fix the output order now.