Source SDK

Source SDK

LEOLELELE Jun 4, 2017 @ 12:13pm
Lights.rad
So im kind of new to mapping, im working on a bunnyhopping map and I want the glowing brush effect in the map. If you know what the problem might be then please try to explain it as basic as you can so me as a noob can understand. I have watched https://www.youtube.com/watch?v=x_koza7Ut_I (A tutorial about lights.rad) more than 15 times and it still doesn't work.

I made my own texture that is just plain white, the name is: "custom/custom_white"
My lights.rad file just has: "custom_custom_white 255 255 255 500" (I have tried changing the brightness and the colour...

Thanks in advance!
Last edited by LEOLELELE; Jun 4, 2017 @ 12:13pm
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custom_custom_white must be custom/custom_white.
Did you add the string "$selfillum" 1 in your custom vmt?
LEOLELELE Jun 6, 2017 @ 11:55am 
Yeah sorry I corrected custom/custom_white and added "$selfillum" "1" to the vmt file but it still doesn't do anything...
LEOLELELE Jun 6, 2017 @ 12:45pm 
It says that the map leaked and some counter-terrorist that is leaked, I don't see any leaks and when I search for leaks nothing comes up, I thought this might have something to do with the material not glowing... I can still start the map but the material is not glowing... Please look more into it!

materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\bh_.vmf
Map revision 22
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_counterterrorist (0.00 0.00 65.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (126220 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 499 texinfos to 345
Reduced 3 texdatas to 3 (61 bytes to 61)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\bh_.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin"
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Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" -fast "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\bh_"
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Valve Software - vvis.exe (May 22 2017)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\bh_.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\bh_.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\bh_.prt
You have at first to find and fix the leak. What happens loading the pointfile? I don't map for CS:GO, but for what I know, a missed texture or glove shouldn't create a leak.
LEOLELELE Jun 7, 2017 @ 9:14am 
Yeah I fixed the leak, I pressed load pointfile and fixed the leak, there are no errors in the console when loading the map now. Im afraid the glowing textures are still the same though...
Please look more into it! It's gonna look so awesome if it works!
Rectus Jun 7, 2017 @ 9:29am 
Try adding HDR values to the lights.rad entry, eg.: custom/custom_white 255 255 255 500 255 255 255 500
LEOLELELE Jun 7, 2017 @ 1:21pm 
WOW! IT WORKS! I just want to know, can you make the textures kinda glow aswell? I can see that there is light on the walls next to the textures but what if I want to make the textures kinda glow too? brighter ish.
Rectus Jun 7, 2017 @ 2:18pm 
$selfillum 1 is supposed to do that. It might need a mask in the alpha channel in the texture to work though. You could probably add $selfillummask <texture> with a white texture instead.
saos Jun 7, 2017 @ 9:14pm 
change to UnlitGeneric from LightmappedGeneric in your custom texture vmt file
Last edited by saos; Jun 7, 2017 @ 9:14pm
LEOLELELE Jun 9, 2017 @ 7:34am 
When I changed "LightmappedGeneric" to "UnlitGeneric" It Worked! Thanks to everyone in the thread and I hope that anyone else that has this problem can read this! My first map is comming out soon that is based on glowing textures, so thank you so much!
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Date Posted: Jun 4, 2017 @ 12:13pm
Posts: 10