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Texture Lighting in Source

  • m8nkey
  • November 23, 2007 at 3:47 AM
  • m8nkey
    • November 23, 2007 at 3:47 AM
    • #1

    Just started playing around with texture lighting in some custom textures (I'm attempting to make an illuminated sign). According to the Valve Developer Community .rad lighting is "An old method, supported mostly for legacy purposes."

    Seems like $selfillum allows for a degree of flexability but doesn't actually emit light. Should I be using this combined with entity based lighting?

    Haven't found much info on the matter.

  • Minos
    • November 23, 2007 at 4:31 AM
    • #2

    Synthesizer wrote a cool article on this subject:

    http://www.simonbarsky.com/blog/?page_id=38

  • Mr. Happy
    • November 23, 2007 at 5:56 AM
    • #3

    Nothing wrong with tex lighting if it's used where appropriate.

  • JamesL
    • November 23, 2007 at 10:23 AM
    • #4

    Great article, cheers Minos.

  • Defrag
    • November 23, 2007 at 10:52 PM
    • #5

    You can also use func_brushes to act as invisible texture lighting sources. The trepids did this to make vending machines illuminate their surroundings realistically.

  • m8nkey
    • November 23, 2007 at 11:44 PM
    • #6
    Quote from Defrag

    You can also use func_brushes to act as invisible texture lighting sources. The trepids did this to make vending machines illuminate their surroundings realistically.

    Sounds interesting Defrag. Any chance you could elaborate on how it's done?

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