Intermediate Lighting: Difference between revisions

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This tutorial will cover the more advanced lighting techniques used in Source based games. If you are new to lighting in hammer, I reccomend you read the [[Adding_Light|Adding light]] tutorial first.
This tutorial will cover the more advanced lighting techniques used in Source based maps. If you are new to lighting in hammer, I reccomend you read the [[Adding_Light|Adding light]] tutorial first.


Example of "light", "light_spot", and "light_dynamic" entities:<br>
Example of "light" and "light_spot"entities:<br>
<br>
<br>
[[Image:adv_light_omni.jpg|Basic omni light - "light" entity]]<br>
[[Image:adv_light_omni.jpg|Basic omni light - "light" entity]]<br>
'''Basic omni light''' - "light" entity.
'''Basic omni light''' - "light" entity, 200 brightness.<br>
<br>
[[Image:adv_light_spot1.jpg|Basic omni light - "light" entity]]<br>
'''Spotlight''' - "light_spot" entity pointing towards right side of room, 700 brightness.<br>
<br>


'''Note:''' This page is still under construction. Feel free to add topics relating to "Advanced Lighting" to the list below.
'''Note:''' This page is still under construction. Feel free to add topics relating to "Advanced Lighting" to the list below.

Revision as of 08:39, 29 June 2005

This tutorial will cover the more advanced lighting techniques used in Source based maps. If you are new to lighting in hammer, I reccomend you read the Adding light tutorial first.

Example of "light" and "light_spot"entities:

Basic omni light - "light" entity
Basic omni light - "light" entity, 200 brightness.

Basic omni light - "light" entity
Spotlight - "light_spot" entity pointing towards right side of room, 700 brightness.

Note: This page is still under construction. Feel free to add topics relating to "Advanced Lighting" to the list below.

It will cover:

  • Spotlights
  • Dynamic lights
  • Lightmaps
  • Environment lighting