Lights.rad/Team Fortress 2: Difference between revisions
		
		
		
		
		
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		 Tip:Select the beginning of the line (usually the "//" comment) by clicking it, scroll down then hold ⇧ Shift, and click at the end of the line to select all.
Tip:Select the beginning of the line (usually the "//" comment) by clicking it, scroll down then hold ⇧ Shift, and click at the end of the line to select all.
		
	
|  (tf2 lights.rad) | m (fixed it to appear on source rad files) | ||
| Line 139: | Line 139: | ||
| lights/white008			255 255 255 20</nowiki>}} | lights/white008			255 255 255 20</nowiki>}} | ||
| [[Category:Team Fortress 2|Team Fortress 2]] | [[Category:Team Fortress 2|Team Fortress 2]] | ||
| [[Category:Source RAD files]] | [[Category:Source RAD files|Team Fortress 2]] | ||
Revision as of 09:11, 8 August 2025
lights.rad
- This is a RAD file, that can be used to manipulate the way QRAD, HLRAD, and VRAD handle given brush textures when compiling static lighting. In Source, this can be also used to forcing props to cast texture shadows.
 To add a RAD file to the map editor, copy the following text into a text editor such as Windows Notepad, Notepad++ or Notepad++ or Visual Studio Code, and save it with "save as type" being "all files" and Visual Studio Code, and save it with "save as type" being "all files" and.radappended to the file name.
 Tip:Select the beginning of the line (usually the "//" comment) by clicking it, scroll down then hold ⇧ Shift, and click at the end of the line to select all.
Tip:Select the beginning of the line (usually the "//" comment) by clicking it, scroll down then hold ⇧ Shift, and click at the end of the line to select all.