Jump to content

ZAPHOD/MACMAN: Lighting in de_prodigy, reveal your secrats!?


Recommended Posts

Posted

Clearly de_prodigy is awesome. I'm finding extreme trouble to get lighting to look good in hl2, but Macman taunts me! WHY!? REVEAL YOUR SECRATS!

de_prodigy0003.jpg

My theory:

-light_spot (please give me some range values and settings!)

-func_rotating set to additive and non-solid

-prop_dynamic for fan model attached to func_rotating

-env_glow for glow

-env_sprite for little sparkles/dust

de_prodigy0000.jpg

My theory:

-light_spot (please give me some range values and settings!)

-prop_static or prop_detail for light, light texture set to unlit somehow

-env_glow for glow

-decal tool used + cool texture for wall lighting effect?

de_prodigy0002.jpg

My theory:

-light_spot (please give me some range values and settings!)

-prop_static, dynamic, or detail used for actual lamp model

-env_glow for part of the glow effect

-I have no idea how the long 3d glow was done... model? model + shader? Don't tell me it's just a func_illusionary or sprite, it looks way too cool and 3d and round.

  • Replies 47
  • Created
  • Last Reply

Top Posters In This Topic

Posted

- the light beams are just part of the fans model geometry.

- it's a decal

- it's a proxy glow, straight from hl2. It's a conical glow that billboards, and when you move up next to it it fades to a normal circular glow sprite.

Posted

point_spotlight is your friend, awesome entity :)

remember to check the "non-dynamic" flag in the options for better performance.

Yeah, and if you want it to look good with a light model, most of the time you have to make the model non-solid (under the collision tab) otherwise the point_spotlight gets occluded and doesn't render.


×
×
  • Create New...