Window lighting: Difference between revisions
(Created page with 'This is an ongoing list of tips and tricks I have picked up from Valve's maps and elsewhere. Feel free to add to this with anything else you feel is useful. ==Window Lighting== …') |
m (func_brush instead of func_illusionary) |
||
Line 26: | Line 26: | ||
For the next step, tie the light-emitting brush to a ''func_illusionary.'' In the properties, set '''Render Mode''' to ''Don't Render.'' | For the next step, tie the light-emitting brush to a ''func_illusionary.'' In the properties, set '''Render Mode''' to ''Don't Render.'' | ||
{{tip|[[func_brush]] should be used instead to conform to Valve's current mapping standards. Same properties apply.}} | |||
[[{{ns:6}}:windowtip4.png|The properties box.]] | [[{{ns:6}}:windowtip4.png|The properties box.]] |
Revision as of 20:50, 8 February 2011
This is an ongoing list of tips and tricks I have picked up from Valve's maps and elsewhere. Feel free to add to this with anything else you feel is useful.
Window Lighting
Ever wanted to illuminate a room with outside light streaming in through the windows, but the sun's facing the wrong way? Here's a solution that Valve use commonly...
Here's your window frame.
With the nodraw texture, create a brush the same width as your wall that completely fills your window.
Texture the inward-facing side of this brush with the lights/white001_nochop texture. This is the texture that will be emitting the light.
This is all very well but not completely what we want. In this state, the light-emitting brush will be solid and visible in-game and will block leaf visibility, seeing as it is not yet a brush entity.
For the next step, tie the light-emitting brush to a func_illusionary. In the properties, set Render Mode to Don't Render.

This will ensure that the brush is invisible and doesn't collide in-game, but will cast light into the room when the map is compiled.