Closed gingusScringus closed 1 year ago
The file /ovrd/world_custom_lights.txt
contains custom lights for each level.
Each line has a format: <mapname> <x> <y> <z> <hex color>
.
Commands:
rt_pfnwlightadd <r> <g> <b>
- to add a light source around a camera. R/G/B should be in [0..255]
rt_pfnwlightremoveb <radius in meters>
- to remove light sources within a given radius around a camera,
After any of the commands, a previous version of /ovrd/world_custom_lights.txt
is saved to /ovrd/backup/world_custom_lights*.txt
.
Other users can see the same light sources for custom maps only if they have the same world_custom_lights.txt
file.
The file
/ovrd/world_custom_lights.txt
contains custom lights for each level. Each line has a format:<mapname> <x> <y> <z> <hex color>
.Commands:
rt_pfnwlightadd <r> <g> <b>
- to add a light source around a camera. R/G/B should be in [0..255]rt_pfnwlightremoveb <radius in meters>
- to remove light sources within a given radius around a camera,After any of the commands, a previous version of
/ovrd/world_custom_lights.txt
is saved to/ovrd/backup/world_custom_lights*.txt
.Other users can see the same light sources for custom maps only if they have the same
world_custom_lights.txt
file.
oh okay thanks. but i do hope adding custom lights without modifying a txt file in HLRTX will be possible soon if not on quake rtx. i can't imagine having to do that if my map has a ton of lights.
lights in custom maps doesn't lit. makes the map dark unless switched back to normal opengl renderer.