Lighting: Difference between revisions

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*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, add a [[point_spotlight]] (with dynamic lighting ''off'' unless needed) or an [[env_lightglow]].
*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]].
==Console commands==
*<code>mat_fullbright</code>


==See also==
==See also==

Revision as of 20:05, 25 October 2005

Entities

Notes

  • Naming a light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name cheaper than lights with seperate 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, add a point_spotlight (with dynamic lighting off unless needed) or an env_lightglow.
  • Maps will not be lit unless you run vrad (or equivalent). Vrad will not run properly unless the level is free of leaks.

Console commands

  • mat_fullbright

See also