Intermediate Lighting
Introduction
This tutorial will cover the more advanced lighting techniques used in Source maps. If you are new to lighting in Hammer, you may want to read the basic light tutorial first.
Light Entities
This is a list and rundown of each entity you can use to cast physical light.
light
An invisible light source. Can be turned on and off through inputs. The light entity is basic yet essential to almost every map.
light_spot
light_dynamic
light_environment
The light_environment entity is a light controller, that casts directional lighting from the skybox. This is to approximate the light cast from the Sun. The first keyvalue, Brightness, controls direct lighting. This approximates direct sunlight. The second keyvalue, Ambient, controls indirect lighting from the sky. This is the diffuse light the is cast on every face that can "see" the sky.
If you don't want to come up with your own values for this entity, the values used in the official Valve games for each skybox, are given here.
Normally, only one light_environment entity is required per VMF file. A 3D Skybox requires placement of an extra light_environment. If multiple light_environment entities are placed, Vrad uses the keyvalues from the first placed light_environment to calculate the lighting.
Related Items
This is a list of all the topics related to lighting itself but don't emit light.
env_lightglow
shadow_control
Lightmaps
Glowing Textures
Vrad
Techniques
This covers how to use the mentioned items to create effective lighting.
Static Vs Dynamic
Creating a true light source
Conclusion
This covers the base of all lighting effects. Any lighting affect that can be achived is a mixture of all or some of these effects.