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.
- HDR - High Dynamic Range Lighting.
Entities
Static light sources
- Note: static lighting is compiled into Lightmaps (which illuminate World Brushes) and Cubemaps (which illuminate World Models).
- light
- A static, omni-directional Radial light source. (eg a naked light bulb or flame.)
- light_spot
- A static, uni-directional Radial light source. (eg most light fittings.) The conical beam angle cannot exceed 90°.
- light_environment
- Includes 2 light sources; a Diffuse light (eg reflected from overhead clouds/sky) and a Parallel light (eg Direct Sun or Moonlight). Both are emitted from the toolsskybox material wherever it is used on a map. See also Skybox.
- env_particlelight
- Illuminates only particles produced by env_smokestack. Particles are not affected by normal lighting. Use (no more than) two of these to make (only) env_smokestack particles appear to reflect ambient lighting.
Dynamic light sources

env_projectedtexture shines from a doorway.
- Note: dynamic lighting is calculated at runtime, which makes it very expensive to render.
- light_dynamic
- A combination point light and spotlight that can be moved, turned, and adjusted.
- point_spotlight
- A moveable spotlight (directional) glow, with a dynamic light source.
- npc_spotlight
- A spotlight NPC capable of tracking targets.
- env_projectedtexture
- A dynamic light that lights using a texture rather than a solid colour, and which also casts realistic dynamic shadows. Affects all surfaces that can accept lighting, and is used for the player flashlight in Episode Two.
Shadows
- shadow_control
- Controls dynamically projected shadows (produced by player models, NPCs, and physics props) in the entire map.
- info_no_dynamic_shadow
- Used to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors where shadows are drawn improperly, giving away the location of enemies.
Atmospheric light effects
- Halo (Glow Sprite) effects :
- env_sprite - entity used to create omni-directional glow or flare effects.
- env_lightglow - an asymmetrical glow (for areas of contrasting light).
- env_sun - adds a bright haloed spot to the Skybox to represent the position of the Sun or Moon.
- Lightbeam (Volumetric Light) effects :
- Brush texture :
models/effects/vol_light001
- Brush texture :
models/effects/vol_light002
- Model :
models/Effects/vol_light.mdl
- use with prop_static.
- Brush texture :
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
- Tungsten bulb
- Brightness
254 216 146
- Ambience N/A
- Fluorescent bulb
- Brightness
159 237 215
- 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 (e.g. 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 and will not calculate realistic light bounces 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
. - Moving brushed-based objects will not change the way they are lit. Their lighting will be calculated only according to their positions in Hammer. (e.g. a brush in a dark room will not become bright if it is brought into a bright room.)
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