Lighting

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Revision as of 11:41, 9 September 2006 by Andreasen (talk | contribs) (→‎Other light entities: They all don't (normally) emit light to my knowledge.)
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Entities

Main light sources

Moving light sources

  • 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 effect entities

  • point_spotlight — a moveable spotlight glow, with optional dynamic light.
  • The models/effects/vol_light001 and models/effects/vol_light001 textures, used for volumetric lighting.
    Todo: Is volumetric lighting just a texture effect, or does it emit a faint bit of light?
  • 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 in sourcesdk/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

See also

External links