Teleporter light.
Teleporter light.
Does anyone know how to alter the teleporter light? The light around the teleporter origin, the light that shines on the ground around the entrance tele. I would like to either get rid of it or change the color.
I cant seem to find it anywhere in the lightmaps.
I cant seem to find it anywhere in the lightmaps.
AMD Phenomist


What you want are ligh tags. For the bloodgulch style teleporter those are:
ligh: effects\lights\coop teleport
ligh: effects\lights\coop teleport circular
Those affect the light color. The bitmaps I'm sure you're familiar with but just incase:
bitm scenery\teleporter_base\bitmaps\base volumetric dust
bitm scenery\teleporter_base\bitmaps\teleporter_dust
ligh: effects\lights\coop teleport
ligh: effects\lights\coop teleport circular
Those affect the light color. The bitmaps I'm sure you're familiar with but just incase:
bitm scenery\teleporter_base\bitmaps\base volumetric dust
bitm scenery\teleporter_base\bitmaps\teleporter_dust
That's for coop tele light if you don't remember from the campaign teleport on coop play on the xbox.Altimit01 wrote:ligh: effects\lights\coop teleport
ligh: effects\lights\coop teleport circular
And the latter is bitmap of the actual tele, which isn't what I want, I wanted to alter the residual light.
AMD Phenomist


- DeadHamster
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Yes, the normal multiplayer is the one with the light I want to alter or remove, the tags you were pointing out in the lightmaps from the coop tele DeadHamster explained.Altimit01 wrote:So the other kind of teleporter? It's still going to be a ligh tag. Which one exactly because I don't really understand:the campaign teleport on coop play on the xbox
You know say on bloodgulch, the light being emitted from the entrance tele shines out the ground green etc. well I would like to change that light color or remove it. If you still don't understand then I shall fetch a screenshot.
AMD Phenomist


- DeadHamster
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- DeadHamster
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The teleporter can be one of 2 things. The model can either include a node for the light tag to be shown, or the shader for the teleporter is a shader_transparent or a shader_transparent_chicago. If this is the case, you will not need to edit any tags, just edit the lightmaps. Shader_Transparent* emits static light, so when tool or sapien is creating the lightmaps, the light will be shown. If you change that tag in PC, nothing will happen, so you will just need to change the lightmaps.
You got it?
If you have any other lighting questions, feel free to ask me. I know my stuff when it comes to lighting maps.
Also, if anything on this post is wrong, I'm sorry, I'm going off of memory. I'm on vacation.
@ Philly, in a PC view, correct.
@ DeadHamster, It may be a bitmap on the teleporter. What?
You got it?
If you have any other lighting questions, feel free to ask me. I know my stuff when it comes to lighting maps.
Also, if anything on this post is wrong, I'm sorry, I'm going off of memory. I'm on vacation.
@ Philly, in a PC view, correct.
@ DeadHamster, It may be a bitmap on the teleporter. What?

- DeadHamster
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- DeadHamster
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- Joined: Thu Feb 15, 2007 9:38 pm
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Oh, I see what you're saying.
The teleporter model is about 10 verts. It has a material that is rendered on both sides (%) and is also transparent (& [I think, stupid CE codes]). The shader the model uses is most likely a S._T.* This means the texture can emit light. This is how I light all my maps. When the lightmaps are being made, the texture will emit the static light.
Basically: The texture emits light that is not their unless lightmaps are ran. to edit it, just edit the lightmaps. In CE, you would actually edit the emitted light section of the tag, then run lightmaps.
The teleporter model is about 10 verts. It has a material that is rendered on both sides (%) and is also transparent (& [I think, stupid CE codes]). The shader the model uses is most likely a S._T.* This means the texture can emit light. This is how I light all my maps. When the lightmaps are being made, the texture will emit the static light.
Basically: The texture emits light that is not their unless lightmaps are ran. to edit it, just edit the lightmaps. In CE, you would actually edit the emitted light section of the tag, then run lightmaps.
It doesn't appear to change anything =\Andrew_b wrote:The teleporter can be one of 2 things. The model can either include a node for the light tag to be shown, or the shader for the teleporter is a shader_transparent or a shader_transparent_chicago. If this is the case, you will not need to edit any tags, just edit the lightmaps. Shader_Transparent* emits static light, so when tool or sapien is creating the lightmaps, the light will be shown. If you change that tag in PC, nothing will happen, so you will just need to change the lightmaps.
You got it?
If you have any other lighting questions, feel free to ask me. I know my stuff when it comes to lighting maps.
Also, if anything on this post is wrong, I'm sorry, I'm going off of memory. I'm on vacation.
@ Philly, in a PC view, correct.
@ DeadHamster, It may be a bitmap on the teleporter. What?
I'll hit you up on Xfire.
AMD Phenomist


You edited the lightmap correct? Editing the S_T_C does nothing in PC. You have to edit the lightmap in photoshop. Editing the S_T_C will only change the static light. Static light is not dynamic, so it is not shown ingame. Static light only changes how the lightmaps work if they are ever ran (in tool [A CE app]). Hope that cleared up some confusion.
I have MS Paint =pAndrew_b wrote:You edited the lightmap correct? Editing the S_T_C does nothing in PC. You have to edit the lightmap in photoshop. Editing the S_T_C will only change the static light. Static light is not dynamic, so it is not shown ingame. Static light only changes how the lightmaps work if they are ever ran (in tool [A CE app]). Hope that cleared up some confusion.
AMD Phenomist


- DeadHamster
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