Window lighting: Difference between revisions
m (wasn't sure weather to flag for deletion or just stub it. currently stubbing it, anyone else see fit to mark it for deletion, go for gold :P) |
MossyBucket (talk | contribs) m (moved Tips and Tricks to Window lighting: This is the only tip here (and has been for over a year now).) |
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Revision as of 06:58, 9 February 2011
This is an ongoing list of tips and tricks I have picked up from Valve's maps and elsewhere. Feel free to add to this with anything else you feel is useful.
Window Lighting
Ever wanted to illuminate a room with outside light streaming in through the windows, but the sun's facing the wrong way? Here's a solution that Valve use commonly...
Here's your window frame.
With the nodraw texture, create a brush the same width as your wall that completely fills your window.
Texture the inward-facing side of this brush with the lights/white001_nochop texture. This is the texture that will be emitting the light.
This is all very well but not completely what we want. In this state, the light-emitting brush will be solid and visible in-game and will block leaf visibility, seeing as it is not yet a brush entity.
For the next step, tie the light-emitting brush to a func_illusionary. In the properties, set Render Mode to Don't Render.

This will ensure that the brush is invisible and doesn't collide in-game, but will cast light into the room when the map is compiled.