03-03-2005, 08:14 PM | #1 |
Join Date: Dec 2004
Location: Norway
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"on" effect on props (light fixture prop)
hm, I have this light on the wall, and use a light_spot to emit light into the scene. however, the light itself (prop) looks like it off/not lit, and it looks stupid.
Any suggestions on how to light it up, without affecting the lighting in the scene? Please don't say, use sprite |
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03-03-2005, 09:19 PM | #2 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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Skin-> change 0 to 1.
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03-03-2005, 10:54 PM | #3 |
Join Date: Dec 2004
Location: Norway
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They dont have a second skin, and they are already "on" its just that, they doesn't emit light themselves
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03-04-2005, 12:09 AM | #4 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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I don't know what you mean.
The generally accepted practice for lighting using the source engine is: A: place the light prop and change its skin to whichever value is "on" (usually "1") B: Create a light entity that provides the prop's light source, usually a light_spot, and tweak its properties accordingly C: place a sprite beside the light entity, or use an env_lightglow for a more fancy effect to give it a light halo/flare effect D: it's done. Look at the valve sdk maps for examples of standard lighting. |
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03-04-2005, 02:37 AM | #5 |
Join Date: Feb 2005
Location: Philadelphia, PA
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i personally like a light_dynamic next to the light instead of env_lightglow, they look nicer.
Hammer is not like WC was, light textures/models do not create the light. You have to light the scene(map) yourself. This means when the model is set to 1 for "on" it wont emit any light, aside from making it look on so you could see it in a dark room. Set up things such as light/light_dynamic/point_spotlight/env_lightglow REmember, think of Hammer as a 3ds program, where if you want it to look nice, you have to light it by "hand." Remember not to bright and not to dark, i always like to do some test compiles wil a tiny map, to see how i can get shadows and glows to look right. Proper lighting can make a shit map look amazing and bad lighting can make a great map look like shit. Just look at all the base CSS maps, the light sucks in those maps, there isnt a dark spot on a single map. But the map is well designed, but because of the bad lighting it looks like garbage. [edit] Oh yea, one more thing....if you have a moving lamp or a hanging light, dont forget to parent the light to the object so they will move together. Makes it look realistic. [/edit] |
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03-04-2005, 05:11 AM | #6 |
Join Date: Dec 2004
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I would think twice before having too many dynamic lights. Stuff like that hits peformance pretty hard.
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03-04-2005, 07:25 AM | #7 |
Join Date: Feb 2005
Location: Philadelphia, PA
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i know, i dont use many, just like 3-4 in a warehouse size room, and maybe 10 all together on the map. They are very purdy is all. =P
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