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1. Textured lightning.

It's highly recommended that you have the latest Zoner Compiler Tools!! Get 'em HERE.

 

OK, start off with a little room. Look at picture for example:

Now, open the lights.rad (mine is located in C:\Program Files\Valve Hammer Editor\tools) and type in the name of the texture you want to be lighted and behind that the color and brightness. See picture:

Now, save and exit and compile! The result:

For another color or higher brightness, change the numbers you put in the lights.rad.

There are some ups & downs about textured lightning. I'll discuss a few:

Downs:

1. Compile time is longer, because the textured lightning makes many lights (way more than point light entities).

2. The texture itself is lit up no matter what the brightness is. So if you want a texture to be lighted... don't use a light texture with things around it. See pic: the borders will be lit as well.

3. You can't make it flikker. Point entity lightning can.

4. Always same brightness and color on one texture.

Ups:

1. In my opinion, the lightning looks better.

2. No more point entities anymore.

Conclusion:

I prefer using textured lightning, because if I have a long stroke of light I can't make it one standard brightness with just point entity lightning. But if I want to have realistic flikkers and on and off lights, I would do point entity lights. If you have any questions or comments than contact me.



2. Adding .bmp in .wad

OK, this tutorial is about how to make a .wad. I'm only showing how to import a .bmp into a .wad with Wally (download Wally here).

 

1. Make your own .bmp. I made a .bmp wich looks like this:

As you can see it's 64h and 64w. All your textures must be dividable by 16 (so you can have 16h 16w, 16h 32w, 32h 32w, and so on). The maximum size is 512h 512w.

2. Open Wally and click File, than click new and choose Half-Life Package [wad3] (.wad) from the rollout menu. See pic:

Now click OK. Now, go to the map where you saved your texture. Drag & drop the texture into the image list. See pic:

 

3. Save & exit and use in your editor! Note: if you want to test your map with this .wad than put your .wad into your mod map (like: C:/Games/Half-life/cstrike/ or if no mod: C:/Games/Half-life/valve/ (this is my path, make sure you correct it)

Conclusion:

This is just adding .bmp into a .wad. I'm thinking about writing a tutorial about how to make seethrough textures, scroll textures, animated textures, and so on. If you have any questions or comments than contact me.



3. Adding .bmp into a .wad – the next step.

OK, now if you have read the previous tutorial, you know how to add .bmp into a .wad and thus making your own textures. Now let’s take it to a higher level and create some special textures. I’ll be discussing them all separately. Click on the type of texture to see more details:

 

Note: you might want to have Paintshop Pro to do this tutorial, wich can be downloaded here.

 

The see through texture.

 

The animated texture.

 

The glass(es) texure(s).

 

The scroll texture.

 

The water texture.

 

The special textures.




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