Lighting: Difference between revisions
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(Restructured the light types, adding the vol texture.) |
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*[[light_environment]] — light from [[Tool textures#skybox|toolsskybox]] materials | *[[light_environment]] — light from [[Tool textures#skybox|toolsskybox]] materials | ||
*[[light_spot]] — a stationary spotlight | *[[light_spot]] — a stationary spotlight | ||
===Moving light sources=== | |||
*[[point_spotlight]] — a moveable spotlight glow, with optional dynamic light. | |||
*[[light_dynamic]] — a combination point light and spotlight that can be moved, turned, and adjusted. | |||
*[[npc_spotlight]] — a spotlight [[NPC]] capable of tracking targets. | |||
===Other light entities=== | ===Other light entities=== | ||
* | *The <code>models/effects/vol_light001</code> and <code>models/effects/vol_light001</code> textures, used for volumetric lighting. | ||
*[[ | *[[prop_static]] — This entity can be used together with the ''models/Effects/vol_light.mdl'' model to simulate basic volumetric light. | ||
*[[env_sun]] — visual effect of the sun in the sky; does not actually provide light. | |||
*[[env_sun]] — visual effect of the sun in the sky; does not actually provide light | *[[env_particlelight]] — only lights particles (such as those produced by [[env_smokestack]]). | ||
*[[ | |||
==Notes== | ==Notes== |
Revision as of 11:07, 9 September 2006
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Entities
Main light sources
- light — a simple omni-directional light
- light_environment — light from toolsskybox materials
- light_spot — a stationary spotlight
Moving light sources
- point_spotlight — a moveable spotlight glow, with optional dynamic light.
- light_dynamic — a combination point light and spotlight that can be moved, turned, and adjusted.
- npc_spotlight — a spotlight NPC capable of tracking targets.
Other light entities
- The
models/effects/vol_light001
andmodels/effects/vol_light001
textures, used for volumetric lighting. - prop_static — This entity can be used together with the models/Effects/vol_light.mdl model to simulate basic volumetric light.
- env_sun — visual effect of the sun in the sky; does not actually provide light.
- env_particlelight — only lights particles (such as those produced by env_smokestack).
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, either compile and run the map with HDR enabled, or add a point_spotlight (with dynamic lighting off unless needed) or env_lightglow entity.
- 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 insourcesdk/bin
. - Experiment by burning light onto motion enabled entities/objects. i.e. func_rotating with shadows disabled may look odd, func_tracktrain spawned with normal light, etc.
Console commands
mat_fullbright boolean
— Toggles map lighting