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Source Lighting

  • Dranore
  • October 9, 2004 at 3:18 PM
  • Dranore
    • October 9, 2004 at 3:18 PM
    • #1

    Hehe... I don't mean sources of light, I mean lighting in the Source engine.

    I had a few questions about lighting. Since meshes now encompase alot of details, like I would surmise, such as light sources (light fixtures, etc), can models cast light via their texture or any other means? If no, then I assume entity lighting has increased in usage. If so, have they changed at all? Do they have any new perameters? How do they work? Differently from HL? Thanks.

    -Dranore

  • zaphod
    • October 10, 2004 at 12:40 AM
    • #2

    texture lighting is pretty much outt he window now. Pretty much spotlights and omni lights. Spotlights have a lot of neat parameters to them. Texture lights just spawn a bunch of omni lights afaik.

  • Tequila
    • October 10, 2004 at 2:12 AM
    • #3
    Quote from Zaphod

    texture lighting is pretty much outt he window now. Pretty much spotlights and omni lights. Spotlights have a lot of neat parameters to them. Texture lights just spawn a bunch of omni lights afaik.

    Glad to hear it; setting up texture lights is a laborous process I could do without.

  • Section_Ei8ht
    • October 10, 2004 at 2:36 AM
    • #4

    what? man, texture lighting was one of the greatest features ever. Damn, now I'm pissed.

  • Tequila
    • October 10, 2004 at 3:18 AM
    • #5
    Quote from Section_Ei8ht

    what? man, texture lighting was one of the greatest features ever. Damn, now I'm pissed.

    You just don't get it, do you?

    HL2 doesn't need texture lighting because a) the lightmaps are of a much higher quality and b) the mapper is given a lot more control over said lights.

  • Dranore
    • October 10, 2004 at 7:59 PM
    • #6

    Maybe I don't get it... but I happen to like texture lights alot too... I understand that there are better entity lights... but in reality some "textures" are self illuminated (ex: signage), and even light textures themselves make sense to be self illuminated...

    So there are now Light_Omni's and Light_Spotlight's? Can either type be dynamic? Are the perameters for controling the look of the lights the same?

    -Dranore

  • Taylor
    • October 10, 2004 at 8:56 PM
    • #7

    I'm sure it'll take a few seconds to work it out when you get the editor.

  • zaphod
    • October 10, 2004 at 8:58 PM
    • #8

    light and light_spot.

    lights have parameters to adjust the falloff and brightness, maximum distance

    spotlights have brightness, falloff (quadratic), inner and outer cone degree, maximum distance

    texture lights are less useful than these entities becuase you cannot control any of the texture lights parameters besides color and brightness.

    dynamic lights are light_dynamics, and behave like a spotlight with the exception of a few more parameters.

  • Mazy
    • October 11, 2004 at 7:55 AM
    • #9

    much luv 4 texture light

  • JynxDaddy
    • October 12, 2004 at 6:23 AM
    • #10

    I find texture lights to be easier :x you can see all lighting information at once and you can quickly edit it. saves time when you use the same light texture/fixture a few times.

  • zaphod
    • October 12, 2004 at 6:42 AM
    • #11

    well, it's still there to use. I know you all get a knee jerk reaction of WTF, when there is anything contradictory to what you are used to with hl1.

  • Section_Ei8ht
    • October 12, 2004 at 12:41 PM
    • #12

    yeah i just found it easier to work with, and I feel it gave me a more natural style of lighting. Granted I had less control, but thats kinda what I wanted. If i place a light here with certain specifications, this is how it should and did look. I liked that.

  • Izuno
    • October 12, 2004 at 6:27 PM
    • #13
    Quote from Zaphod

    well, it's still there to use. I know you all get a knee jerk reaction of WTF, when there is anything contradictory to what you are used to with hl1.

    very accurate metaphor there....

    so basically, despite how much fun texture lights were in HL1, they really are obsolete in HL2...so we better get used to it?

    thanks for the info!

  • Duff-e
    • October 12, 2004 at 9:09 PM
    • #14

    is half life 2 going to look like cs source? cause i mean....source is cool looking...but it doesnt look nextgen status

  • Evert
    • October 13, 2004 at 2:21 AM
    • #15

    On another thing, lightning in CSS seems very strange on objects, they cast shadows based on non existant light sources.

    It just looks strange, why is that happening?

  • zaphod
    • October 13, 2004 at 4:22 AM
    • #16

    it's just the way the code for the dynamic shadows work.

  • JynxDaddy
    • October 13, 2004 at 6:25 AM
    • #17

    Shadows go thru walls too, and some shadows seem too dark, but no where near the horribleness of doom3s shadows.

  • Dranore
    • October 13, 2004 at 4:27 PM
    • #18
    Quote from DUFFY

    is half life 2 going to look like cs source? cause i mean....source is cool looking...but it doesnt look nextgen status

    Single player maps should push the limits a bit more it terms of "looking next gen"... there's enough footage out there for you to make that call yourself. I'll be damn pleased to have the upgrade to HL.

    -Dranore

  • Sa74n
    • October 13, 2004 at 5:07 PM
    • #19
    Quote from Evert

    On another thing, lightning in CSS seems very strange on objects, they cast shadows based on non existant light sources.It just looks strange, why is that happening?

    the lightsource IS existant.. as it seems, the lightsource for model shadowing is the sun. looks a bit strange but it'd be even uglier without shadows.

  • zaphod
    • October 13, 2004 at 6:29 PM
    • #20

    no, this is coded in specifically for the flashlight, AFAIK.

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