Lighting
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Guides
- Adding Light - A beginners tutorial on how to set up a basic light entity.
- Intermediate Lighting - A tutorial dealing with all the light sources in more detail.
- Advanced Lighting
- Constant-Linear-Quadratic Falloff - An easy-to-read explanation of the old C-L-Q light attenuation system.
Entities
Stationary light sources
- light — a simple omni-directional light
- light_environment — light from toolsskybox materials
- light_spot — a stationary spotlight
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
The following entities are primarily just visual effects from light, meaning they do not cast light on their surroundings.
- env_sprite — entity used to create omni-directional glow or flare effects.
- point_spotlight — a moveable spotlight (directional) glow, with an optional dynamic light source.
- env_lightglow — an asymmetrical glow (for areas of contrasting light).
- The
models/effects/vol_light001
andmodels/effects/vol_light002
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.
- env_particlelight — only lights particles (such as those produced by env_smokestack).
Common values
- City 17 day
- Brightness
237 218 143 800
- Ambience
190 201 220 100
- Ravenholm night
- Brightness
175 230 239 50
- Ambience
43 45 57 5
- Combine lamp
- Brightness
147 226 240 3000
- Ambience N/A
For values to accompany the stock skybox materials, see Sky List.
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
See also
- HL2 light props
- Color theory (level design)
- Light entities - A list of light entities.
External links
- Understanding and Using Lightmaps - Tutorial
- Volumetric Lighting - Tutorial
- Lighting Tutorial - Covers entities & variables with examples
- Quadratic/Linear/Constant in Lights
- HDR/Shaped Light/Burning Light/Darkness/Sun/Volumetric