m8nkey Posted November 23, 2007 Report Share Posted November 23, 2007 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. Quote Link to comment Share on other sites More sharing options...
Minos Posted November 23, 2007 Report Share Posted November 23, 2007 Synthesizer wrote a cool article on this subject: http://www.simonbarsky.com/blog/?page_id=38 Quote Link to comment Share on other sites More sharing options...
Mr. Happy Posted November 23, 2007 Report Share Posted November 23, 2007 Nothing wrong with tex lighting if it's used where appropriate. Quote Link to comment Share on other sites More sharing options...
JamesL Posted November 23, 2007 Report Share Posted November 23, 2007 Great article, cheers Minos. Quote Link to comment Share on other sites More sharing options...
Defrag Posted November 23, 2007 Report Share Posted November 23, 2007 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. Quote Link to comment Share on other sites More sharing options...
m8nkey Posted November 23, 2007 Author Report Share Posted November 23, 2007 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? Quote Link to comment Share on other sites More sharing options...
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