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Source Lighting


Dranore

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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

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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.

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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.

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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

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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.

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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!

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