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All light everywhere
All light everywhere





  1. ALL LIGHT EVERYWHERE MOD
  2. ALL LIGHT EVERYWHERE FREE

Affects all surfaces that can accept lighting, and is used for the player's flashlight in Half-Life 2: Episode Two. env_projectedtexture A dynamic light that lights with a texture rather than a solid color and "subtracts" realistic dynamic shadows. npc_spotlight A spotlight NPC, similar to point_spotlight, but with the capability of tracking targets. point_spotlight A dynamic spotlight beam effect, with an optional dynamic light source where it hits a surface. light_dynamic A simple, uni-directional dynamic light that can be moved, turned, and adjusted. To do: what other games have it? Dynamic Light SourcesĮnv_projectedtexture shines from a doorway. !FGD in most games other than Portal 2 and Team Fortress 2. Lightmap resolution can be configured with lightmapresolutionx and lightmapresolutiony.įunc_brush and other visible brush entities Have a vrad_brush_cast_shadows keyvalue to allow them to cast (but not receive) lightmap shadows. generatelightmaps ( only in ) - Allows the props to use lightmaps (like world brushes) if VRAD is run with -StaticPropLighting and the prop is not bumpmapped.This is extremely useful for foliage and other thin types of vertex meshes. ignorenormals - Ignores normals of vertex data to calculate lighting.disableselfshadowing - Prevents the entity from casting shadows on itself.disablevertexlighting - Only store a single lighting value for the entire model.disableshadows - Do not cast lightmap shadows.prop_static Unlike other model entities, prop_statics are lit statically: a lighting value is stored for every vertex, and the model's collision mesh (or, optionally, reference mesh) is used to calculate lightmap shadows. Note that, while adding extra light sources will not significantly affect performance, decreasing lightmap scale (i.e., increasing resolution) will more directly increase map file size and memory usage. Static Light Receivers Brushes The "Lightmap Scale" tool in the Hammer Face Edit Dialog can be used to control how sharp or diffuse the lightmap of a brush surface will be-an effect most noticeable between areas of high contrast, e.g.

ALL LIGHT EVERYWHERE MOD

Like light_environment's direct light, it is emitted only from brush faces textured with toolsskybox.Ĭonfirm: this is actually static, right? and not dynamic? Glowing Textures World brush and func_detail surfaces with a light-emitting material (as defined in lights.rad, either the one in your mod directory or the one in sourcesdk/bin/) applied will cast volumetric light in a 180° cone. light_directional (in all games since ) Essentially a second (or third, or…) one of the direct light from light_environment.

all light everywhere

Use (no more than) two of these to make env_smokestack particles appear to reflect ambient lighting.

all light everywhere

Particles are not affected by normal lighting. env_particlelight Illuminates particles produced by env_smokestack. A directional 'brightness' light (representing sunlight or moonlight) that is only cast in a single direction.īoth are emitted from the toolsskybox and toolsskybox2d materials wherever they are used in a map.A diffuse 'ambient' light (representing reflected light from clouds and the atmosphere in general) that emits from all skybox surfaces.light_environment Provides two linked light sources: a torch or flashlight) The conical beam angle cannot exceed 90°. a naked light bulb or flame.) light_spot A static, uni-directional point light source. light A static, omni-directional point light source.

ALL LIGHT EVERYWHERE FREE

It is free to render, as additional static lights only alter that which is already being processed.

all light everywhere

Tip: Static lighting is compiled into lightmaps, which illuminate brushes and models, and cubemaps, which provide static reflections.







All light everywhere