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{{Abstract Mapping}}
{{Abstract Mapping}}
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Revision as of 18:55, 1 December 2007

Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

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

Guides

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 glow or flare effects.
  • point_spotlight — a moveable spotlight (directional) glow, with an optional dynamic light source.
  • env_lightglow — an asymmetrical glow (for areas of contrasting light).
  • The models/effects/vol_light001 and models/effects/vol_light002 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).

Common values

City 17 day
Brightness 237 218 143 800
Ambience 190 201 220 100
Ravenholm night
Brightness 175 230 239 50
Ambience 43 45 57 5
Combine lamp
Brightness 147 226 240 3000
Ambience N/A

For values to accompany the stock skybox materials, see Sky List.

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