Lighting: Difference between revisions

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==Entities==
==Entities==
===Main light sources===
===Main light sources===
1.1.1 [[light]] — a simple omni-directional light
*[[light]] — a simple omni-directional light
 
*[[light_environment]] — light from the sky
1.1.2 [[light_environment]] — light from the sky
*[[light_spot]] — a stationary spotlight
 
1.1.3 [[light_spot]] — a stationary spotlight


===Other light entities===
===Other light entities===
1.2.1 [[light_dynamic]] — a combination point light and spotlight that can be moved, turned, and adjusted
*[[light_dynamic]] — a combination point light and spotlight that can be moved, turned, and adjusted
 
*[[env_particlelight]] — only lights particles (such as those produced by [[env_smokestack]])
1.2.2 [[env_particlelight]] — only lights particles (such as those produced by [[env_smokestack]])
*[[point_spotlight]] — a moveable spotlight glow, with optional dynamic light
 
*[[env_sun]] — visual effect of the sun in the sky; does not actually provide light
1.2.3 [[point_spotlight]] — a moveable spotlight glow, with optional dynamic light
*[[npc_spotlight]] — a spotlight that's also an [[NPC]]
 
1.2.4 [[env_sun]] — visual effect of the sun in the sky; does not actually provide light
 
1.2.5 [[npc_spotlight]] — a spotlight that's also an [[NPC]]


==Notes==
==Notes==

Revision as of 20:39, 25 October 2005

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Entities

Main light sources

Other light 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 boolean — Toggles map lighting

See also