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- ...r spawnroom. Make sure it is a prop_static, then double click it and click World Model. There will be a big list shown. The folders that I find spawnroom pr ==Lights==2 KB (343 words) - 05:49, 7 January 2024
- ===Naming lights and light styles=== ...i.e. no bounced light). It also increases map load time. Don't name static lights unless you really have to! All this also applies to light styles/appearance3 KB (568 words) - 16:39, 8 March 2025
- [[File:bts_light_models.jpg|thumb|right|300px|The models used for light sources. Big Lamp is on the right, Small Lamp on the left]] ...t01_lamp.mdl</code> this model is the lamp itself. The base model is <code>models/props_wasteland/light_spotlight01_base.mdl</code> disable shadows for both6 KB (876 words) - 17:50, 19 April 2025
- ...possible, real or imagined. (Complicated geometry may be better suited for models, however.) This is known as [https://en.wikipedia.org/wiki/Constructive_sol ...ds? Well then, what you want are [[entity|entities]]. While brushes are "[[world]] objects" used to form the backbone of your level, entities are the object3 KB (471 words) - 07:55, 12 July 2024
- ...add [[outputs]] to <code>OnHealthChanged</code>. When the lamp is shot the lights will now go out via our outputs but I’ve also added a bit extra with an < #<code>prop_physics</code> with model <code>models/props_c17/lamp_standard_off01.mdl</code>3 KB (392 words) - 08:49, 16 April 2024
- {{DISPLAYTITLE:WiseHangLamp: Swinging Lights}} In this tutorial I’m going to illustrate two different types of Swinging Lights, one for HL2/HL2DM and one for CS:S.3 KB (443 words) - 07:23, 15 April 2024
- ...maps in newer engine branches. The shader can be both used on brushes and models. ...model will try to be squished into that point. If unspecified becomes the world origin by default, "[0 0 0]".2 KB (242 words) - 18:20, 17 May 2024
- ...actually two SDK {{ent|prop_static}} entities with the following '''World models''': #models\props_wasteland\lighthouse_fresnel_light_base.mdl3 KB (416 words) - 07:25, 15 April 2024
- [[File:Walllights.jpg|thumb|right|300px|Wall Glass Lights.]] ...''Light Strips''' in Portal 2 replace the [[Creating a wall light|Recessed Lights]] from the original [[Portal]]. They are used in almost every Portal 2 test3 KB (506 words) - 23:37, 12 November 2023
- ...{{ent|$phong}} supports new lights, while this shader only supports baked lights and has a lot of parameters. The only exception to this is {{ent|prop_stati ...t}} doesn't work with this shader (at least on [[Bmodel|brush models]] and world geometry).}}6 KB (906 words) - 12:06, 23 August 2025
- ...}} angle is set so that sunlight shines directly through it; however, real-world windows will often stream in ''refracted'' (indirect) sunlight, independent ...nward-facing side of this brush with <code>lights/white001</code> or <code>lights/white001_nochop</code>. This particular texture emits light in-game. You ca2 KB (296 words) - 17:43, 18 July 2025
- This tutorial will show how to add [[dlight]] muzzle flash that lights up the world around the player dynamically in GoldSrc. ...thing called [[elight]]s which doesn’t light up the world but entities and models.2 KB (310 words) - 19:57, 9 June 2025
- ...hese types of lights are called [[dlight]]s on brushes, and [[elight]]s on models. {{Note | The quality of dynamic lights depends on the lightmap scale.}}3 KB (367 words) - 20:46, 16 May 2024
- ...through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher proce {{note|This entity actually consists of two lights, a cone [[elight|model light]] and a spot [[dlight|brush/displacement light6 KB (906 words) - 00:28, 16 May 2025
- <code>models\effects\vol_light001</code>, For HL2/HL2DM {{note|You shouldn't use <code>models\</code> textures in your maps but for the HL2 version of the brush based vo3 KB (542 words) - 11:29, 4 August 2024
- ...info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the [[cubemap]] origin, {{Important|For dynamic models such as {{ent|prop_dynamic}}, use {{ent|info_target}}.}}2 KB (246 words) - 10:16, 31 March 2025
- ...ybox}} and the player. This is used to give the appearance of a much wider world out side of your level, without being too expensive on the budget due to th {{note|to avoid lighting problems, do not use {{L|light}} (or any other lights without the Env_ prefix)}}9 KB (1,634 words) - 03:54, 12 July 2024
- ...d on outer side with <code>tools\toolsnodraw</code>, inner side with <code>lights\white002</code>. **'''World model''': models/props_wasteland/plasterwall029c_window01a.mdl3 KB (491 words) - 07:24, 15 April 2024
- To better show when dynamic objects are touching the world, shadows are enormously useful. The scanned environment is being rendered u ...only ''Do Not Cast Shadows'' - we don't want it casting shadows on to the world beneath. Finally, for any translucent materials used in your photogrammetry7 KB (1,172 words) - 13:35, 8 January 2024
- В папке instances/lights есть множество экземпляров, нужные начин ...ыло {{L|Leak|утечек}}). Сторону, смотрящую в комнату, покройте текстурой ''lights/light_panel_cool'' (холодный свет, есть еще тёплый4 KB (101 words) - 03:48, 22 August 2024