Window lighting

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Revision as of 20:50, 8 February 2011 by Mattshu (talk | contribs) (func_brush instead of func_illusionary)
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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.

A simple window with a frame.

With the nodraw texture, create a brush the same width as your wall that completely fills your window.

The brush-filled 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.

The brush will now emit 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.

Tip.pngTip:func_brush should be used instead to conform to Valve's current mapping standards. Same properties apply.

The properties box.

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.