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- A Forum Thread for Counter-Strike: Global Offensive
Wait, we still have descriptions? What is this, 1999?
I'm working on a small map and I decided to try some new things.
I followed [this tutorial](http://gamebanana.com/tuts/4811 "this tutorial") and it sort of works.
The white texture is the one emitting light as you can see on the floor, oddly enough it doesn't work on all sides, just this side to the left of the picture. The pillars you can see are all the same, All I did was flip them and rotate so it didn't look too similar and this side is always the only side that lights up.
Does any of you fine gentlemen have an idea as to what I'm doing wrong?
Texture lighting is pretty simple and straightforward, and is kept for legacy purpose in the Source Engine.
Are you using the default lights.rad file or did you create a custom one? Are you using a standard texture or you created a custom one? If you created a custom texture, please post the value you added into you rad file. Speaking of rad file, make sure the syntax is texturefolder/texturename R G B Brightness for any new light you define.
Texture lights depend on several factors: texture scale, lightmap scale, brush size, brightness in rad file...
Keep the texture scale on default 0.25 and the lightmap on its default value of 16. Make sure the brightness is not set too low (sometimes you may need to increase it to notice the light effects)
If you have too many light textures, Vrad _might_ get confused and not output/calculate some (I highly doubt that in your case).
What you can do is create a small test map (1 room 512x512x256 with a cubemap and 1 player start for each side (CT/T), then copy one (only one) of these blocks with the white texture into this test map and compile. If the light texture is properly defined in lights.rad, it should work fine in this case since you only have one block and there is no reason that it should not work. however, if it does not emit light, then you need to review your rad file for syntax, brightness and the texture itself in Hammer for scale, lightmap.
Compiling in HDR certainly helps in boosting the light intensity, so you might as well try it.
I created a small test map with blocks more or less similar to yours having a stripe of white texture light (standard texture in csgo) and every light face is emitting proper lighting. (PM me if you want a copy to check)