Whenever I try to test my map it crashes, suddenly my game shuts down. I compile my map and I noticed it says the following:
It's not a bug, your dooing it wrong Hammer can't detect a custom lights.rad file, hence it loads the default one/skips loading it
Did you follow the Empires tutorials? http://wiki.empiresmod.com/index.php?title=Mapping Make sure you have spawnpoints, emp_info_params, all the proper associated files (resources, models, minimap), and a few other things I don't recall offhand.
I did, but it just won't work. I put all basic entities in, the map is air tight, the spawn points work fine. I have got the res files. But the map, won't, work! Couldn't it be I have to reconfigure hammer for Empires?
Clearly you did NOT. If you follow the link, the very first tutorial is "Configuring Hammer for Empires" PLEASE read the tutorials before posting any more mapping questions.
The lights.rad file is not in the Empires folder, atleast it wasnt in mine. If Hammer can't find the lights.rad file in the empires folder it looks in the bin folder of the sourcesdk. (Steam\steamapps\account\sourcesdk\bin\orangebox\bin) If its not there also the map will compile with light textures not working (I think). This problem is easely fixed: make a new lights.rad file! Open notepad and type in: Code: lights/fluorescentcool001a 189 231 232 350 lights/fluorescentcool001b 236 255 182 350 lights/fluorescentcool002a 189 231 232 400 lights/fluorescentcool002b 236 255 182 400 lights/fluorescentcool003a 189 231 232 300 lights/fluorescentwarm001a 239 216 193 350 lights/fluorescentwarm002a 239 216 193 400 lights/fluorescentwhite001a 245 245 245 350 lights/fluorescentwhite002a 245 245 245 400 lights/hazzardred001a 228 37 0 300 lights/hazzardyellow001a 250 215 74 300 lights/HIDcool001a 145 222 172 650 lights/HIDcool001b 205 232 255 650 lights/HIDwarm001a 255 201 116 650 lights/white001 250 240 205 100 lights/white002 189 233 247 425 lights/white003 232 246 190 350 lights/white004 170 228 247 425 lights/white005 234 235 220 375 lights/white006 234 235 220 100 lights/white001_nochop 250 240 205 100 lights/white002_nochop 189 233 247 425 lights/white003_nochop 232 246 190 350 lights/white004_nochop 170 228 247 425 lights/white005_nochop 234 235 220 375 lights/white006_nochop 234 235 220 100 lights/incandescentcool001a 235 235 235 300 lights/incandescentwarm001a 250 226 129 300 glass/glassscreen001a 172 192 161 225 glass/glasspipe001f 214 72 44 200 glass/glassscreen001c 172 192 161 225 glass/glassscreen001d 211 187 134 225 glass/glassblock001a 70 194 209 200 composite/citadelfloor001a 103 143 203 200 props/tvscreen006a 196 0 0 200 shadertest/gooinglass 149 49 15 50 glass/glasswindow002e 189 233 247 425 glass/glasswindow035a 145 222 172 100 dev/DEV_INTERIORLIGHT02B 151 176 204 225 plaster/plasterwall029h 189 223 227 125 building_template/Building_Trainstation_Template001d 230 230 200 65 building_template/Building_Trainstation_Template001e 230 230 200 150 building_template/Building_Trainstation_window002d 230 230 200 300 building_template/Building_Trainstation_window002e 230 230 200 300 lights/physgunlight 189 231 232 20 now save as a rad file in the "Steam\steamapps\account\sourcesdk\bin\orangebox\bin" folder. This is the standard lights.rad file and it seems to be working for me. I don't think Empires has any light emitting textures. EDIT: It's a pretty common problem and could be easely fixed by simply googling "lights.rad missing" or something in that context.
I did reconfigure it allready, I always reconfigure hammer if there is a new version available. And thank you Blight, I have done it and it seems to work.
It does work, but the light textures won't emit light. Aleast I think so because when Omni compiled my map he told me the tunnels were not lighted. He also had no lights.rad file.
Yes, it controls the light emission from textures, but as texlights are rarely useful and generally should not be used, and most people don't have a lights.rad, and nothing bad comes from not using one, it isn't a problem.