Lighting: Difference between revisions
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;[[light]]:A static, omni-directional Radial light source. (eg a naked light bulb or flame.) | ;[[light]]:A static, omni-directional Radial light source. (eg a naked light bulb or flame.) | ||
;[[light_spot]]:A static, uni-directional Radial light source. (eg most light fittings.) The conical beam angle cannot exceed 90°. | ;[[light_spot]]:A static, uni-directional Radial light source. (eg most light fittings.) The conical beam angle cannot exceed 90°. | ||
;[[light_environment]]: Includes 2 light sources; Diffuse light (eg reflected from overhead clouds/sky) and Parallel light (eg Direct Sun or Moonlight). Both are emitted from the [[Tool textures#skybox|toolsskybox]] material wherever it is used on a map. See also [[Skybox]]. | ;[[light_environment]]: Includes 2 light sources; a Diffuse light (eg reflected from overhead clouds/sky) and a Parallel light (eg Direct Sun or Moonlight). Both are emitted from the [[Tool textures#skybox|toolsskybox]] material wherever it is used on a map. See also [[Skybox]]. | ||
=== Moving light sources === | === Moving light sources === |
Revision as of 14:35, 13 April 2008
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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 |
Guides
- Adding Light - A beginners tutorial on how to set up a basic light entity.
- Intermediate Lighting - A tutorial dealing with all the light sources in more detail.
- Advanced Lighting
- Constant-Linear-Quadratic Falloff - An easy-to-read explanation of the old C-L-Q light attenuation system.
- HDR - High Dynamic Range Lighting.
Entities
Stationary light sources
- light
- A static, omni-directional Radial light source. (eg a naked light bulb or flame.)
- light_spot
- A static, uni-directional Radial light source. (eg most light fittings.) The conical beam angle cannot exceed 90°.
- light_environment
- Includes 2 light sources; a Diffuse light (eg reflected from overhead clouds/sky) and a Parallel light (eg Direct Sun or Moonlight). Both are emitted from the toolsskybox material wherever it is used on a map. See also Skybox.
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.
- env_projectedtexture
- A dynamic light that lights using a texture rather than a solid colour, and which also casts realistic dynamic shadows. Affects all surfaces that can accept lighting, and is used for the player flashlight in Episode Two.
Shadows
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
andmodels/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
- Tungsten bulb
- Brightness
254 216 146
- Ambience N/A
- Fluorescent bulb
- Brightness
159 237 215
- 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 (e.g. 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 and will not calculate realistic light bounces 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 insourcesdk/bin
. - Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.)
Console commands
mat_fullbright boolean
— Toggles map lighting
See also
- HL2 light props
- Color theory (level design)
- Light entities - A list of light entities.
External links
- Understanding and Using Lightmaps - Tutorial
- Volumetric Lighting - Tutorial
- Lighting Tutorial - Covers entities & variables with examples
- Quadratic/Linear/Constant in Lights