Window lighting: Difference between revisions
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[[Valve]] commonly uses the following technique to simulate this: | [[Valve]] commonly uses the following technique to simulate this: | ||
[[ | [[File:windowtip1.png|right|thumb|A simple window with a frame.]] | ||
1. Create the opening that you want light to refract through (such as a window). | 1. Create the opening that you want light to refract through (such as a window). | ||
{{clr}} | {{clr}} | ||
[[ | [[File:windowtip2.png|right|thumb|The brush-filled window.]] | ||
2. Cover the opening with a brush using the <code>toolsnodraw</code> texture. | 2. Cover the opening with a brush using the <code>toolsnodraw</code> texture. | ||
{{clr}} | {{clr}} | ||
[[ | [[File:windowtip3.png|right|thumb|The brush will now emit light.]] | ||
3. Texture the inward-facing side of this brush with the <code>lights/white001_nochop</code> texture. This particular texture emits light in-game. You can adjust the strength of this light with the "Texture scale" settings. Values between 0-1 work. The closer to zero, the brighter the light. (''Lightmap scale'' does nothing in this regard.) | 3. Texture the inward-facing side of this brush with the <code>lights/white001_nochop</code> texture. This particular texture emits light in-game. You can adjust the strength of this light with the "Texture scale" settings. Values between 0-1 work. The closer to zero, the brighter the light. (''Lightmap scale'' does nothing in this regard.) | ||
{{clr}} | {{clr}} | ||
[[ | [[File:windowtip4.png|right|thumb|The properties box.]] | ||
4. Tie the brush to a {{ent|func_brush}} entity. In its properties, set ''Render Mode'' to ''Don't Render'' to will prevent the non-transparent brush from blocking the view as a white sheet. (It will still emit its light.) Unless you want the brush to simulate unbreakable glass, also set ''Solidity'' to ''Never Solid''. | 4. Tie the brush to a {{ent|func_brush}} entity. In its properties, set ''Render Mode'' to ''Don't Render'' to will prevent the non-transparent brush from blocking the view as a white sheet. (It will still emit its light.) Unless you want the brush to simulate unbreakable glass, also set ''Solidity'' to ''Never Solid''. | ||
{{note|Tying the brush to an non-rendered {{ent|func_illusionary}} would work just as well, but this entity type has been deprecated.}} | {{note|Tying the brush to an non-rendered {{ent|func_illusionary}} would work just as well, but this entity type has been deprecated.}} |
Revision as of 02:20, 9 January 2024
By default, light will only shine in through a window if the light_environment angle is set so that sunlight shines directly through it; however, real-world windows will often stream in refracted (indirect) sunlight, independent of the suns angle.
Valve commonly uses the following technique to simulate this:
1. Create the opening that you want light to refract through (such as a window).
2. Cover the opening with a brush using the toolsnodraw
texture.
3. Texture the inward-facing side of this brush with the lights/white001_nochop
texture. This particular texture emits light in-game. You can adjust the strength of this light with the "Texture scale" settings. Values between 0-1 work. The closer to zero, the brighter the light. (Lightmap scale does nothing in this regard.)
4. Tie the brush to a func_brush entity. In its properties, set Render Mode to Don't Render to will prevent the non-transparent brush from blocking the view as a white sheet. (It will still emit its light.) Unless you want the brush to simulate unbreakable glass, also set Solidity to Never Solid.
