Lighting: Difference between revisions
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==Notes== | ==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 separate names. | *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 | *[[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 visible representation (eg, a lightbulb). For that you need a prop. See [[HL2 light props]] for a list. |
Revision as of 02:54, 4 November 2005
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Entities
Main light sources
- light — a simple omni-directional light
- light_environment — light from the sun and sky
- light_spot — a stationary spotlight
Other light entities
- 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)
- 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
- npc_spotlight — a spotlight that's also an NPC
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, 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.
- Several textures provide their own light & can do so using
lights.rad
in a mod's directory or the one in sourcesdk bin.
Console commands
mat_fullbright <boolean>
— Toggles map lighting