Lighting: Difference between revisions

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*[[light_dynamic]] is especially expensive, and will not even show up on some systems
*[[light_dynamic]] is especially expensive, and will not even show up on some systems
*The basic light entities do not come with a visible representation (eg, a lightbulb). For that you need a prop. See [[HL2 light props]] for a list.
*The basic light entities do not come with a visible representation (eg, a lightbulb). For that you need a prop. See [[HL2 light props]] for a list.
*The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, add a [[point_spotlight]] (with dynamic lighting ''off'' unless needed) or an [[env_lightglow]].
*The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with HDR enabled, or add a [[point_spotlight]] (with dynamic lighting ''off'' unless needed) or [[env_lightglow]] entity.
*Maps will not be lit unless you run [[vrad]] (or equivalent). Vrad will not run properly unless the level is free of [[leaks]].
*Maps will not be lit unless you run [[vrad]] (or equivalent). Vrad will not run properly unless the level is free of [[leaks]].
*Several textures provide their own light & can do so using <code>lights.rad</code> in a mod's directory or the one in sourcesdk bin.
*Several textures provide their own light & can do so using <code>[[lights.rad]]</code> in a mod's directory or the one in sourcesdk bin.
*Experiment by ''burning'' light onto motion enabled entities/objects. i.e. func_rotating with shadows disabled may look odd, func_tracktrain spawned with normal light, etc.
*Experiment by ''burning'' light onto motion enabled entities/objects. i.e. func_rotating with shadows disabled may look odd, func_tracktrain spawned with normal light, etc.



Revision as of 09:19, 2 January 2006

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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

Entities

Main light sources

Other light entities

Notes

  • Naming a light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name are cheaper than lights with separate names.
  • light_dynamic is especially expensive, and will not even show up on some systems
  • The basic light entities do not come with a visible representation (eg, a lightbulb). For that you need a prop. See HL2 light props for a list.
  • The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with HDR enabled, or add a point_spotlight (with dynamic lighting off unless needed) or env_lightglow entity.
  • Maps will not be lit unless you run vrad (or equivalent). Vrad will not run properly unless the level is free of leaks.
  • Several textures provide their own light & can do so using lights.rad in a mod's directory or the one in sourcesdk bin.
  • Experiment by burning light onto motion enabled entities/objects. i.e. func_rotating with shadows disabled may look odd, func_tracktrain spawned with normal light, etc.

Console commands

  • mat_fullbright <boolean> — Toggles map lighting

See also

External links