Lighting: Difference between revisions

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(→‎Other light effect entities: They're called "flares". (I'm correcting myself.))
m (→‎Other light effect entities: Well env_sprites probably has other uses. Don't know of them, but they probably do.)
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===Other light effect entities===
===Other light effect entities===
The following entities are primarily just visual effects from light, meaning they do not cast light on their surroundings.
The following entities are primarily just visual effects from light, meaning they do not cast light on their surroundings.
*[[env_sprite]] — an omni-directional lens flare.
*[[env_sprite]] — entity used to create omni-directional lens flares.
*[[env_lightglow]] — an asymmetrical flare.
*[[env_lightglow]] — an asymmetrical flare.
*[[point_spotlight]] — a moveable spotlight (directional) flare, with an optional dynamic light source.
*[[point_spotlight]] — a moveable spotlight (directional) flare, with an optional dynamic light source.

Revision as of 02:50, 28 September 2006

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Entities

Stationary light sources

Moving light sources

  • light_dynamic — a combination point light and spotlight that can be moved, turned, and adjusted.
  • npc_spotlight — a spotlight NPC capable of tracking targets.

Other light effect entities

The following entities are primarily just visual effects from light, meaning they do not cast light on their surroundings.

  • env_sprite — entity used to create omni-directional lens flares.
  • env_lightglow — an asymmetrical flare.
  • point_spotlight — a moveable spotlight (directional) flare, with an optional dynamic light source.
  • The models/effects/vol_light001 and models/effects/vol_light001 textures, used for volumetric lighting.
  • prop_static — This entity can be used together with the models/Effects/vol_light.mdl model to simulate basic volumetric light.
  • env_sun — visual effect of the sun in the sky.
  • env_particlelight — only lights particles (such as those produced by env_smokestack).

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