A light entity shines light in all directions and having a target makes no difference to the lighting. This property really is only useful for a light_spot entity (see below). It'll be your new best friend! Properties Target Now Right Click on the light and select Properties from the dropdown menu. When you select it, it will go Red with little white handles. In the 2D views, it will be a small colored square. In the 3D view, it will appear as a light bulb. Select the light you have created by Left Clicking on it in one of the views. The first thing I am going to look are the Properties of the light. Are they both inside the map? Can you see both of them inside the box? Sometimes you can place a light inside a thick wall and the compile program will behave as though it is there but you will get a totally dark map. If it isn't a LEAK, have a look at where your light entity and info_player_start entities are. If you have a LEAK, your map will default to 'Fullbright' and look as though it is totally lit without shadow. Check the error log as the most common problem for new mappers is a LEAK. Lights On NOTE: If you don't have something like this then, there is possibly something wrong with your map. Hammer 'Normal' compile has a habit of defaulting it's Run VIS and Run RAD setting to No, so make sure they are checked. Make sure that all the compiling options are checked at Normal. Compile your map by using F9 and using the Normal Mode. Now select the info_player_start entity from the entity, place it in your map and "create" it. If you have selected the light from the drop down list, then you should be the proud owner of a light entity. Ok, now place the axe-like cursor over the top (x/y) 2D view, near the center of the room and Left Click, then Right Click and select Create Object. To place a Light in your map, Select the Entity Tool or click on the Entity Tool button (it looks like a rounded-top mushroom) and choose light from the drop down list in the Object Bar. Let's start with the humble light entity:īuild a simple box 512 x 512 x 256, hollow it and apply a some texture to the walls. If fact, you'll have to have those tools to do everything described in this tutorial. While we are on the subject I also recommend using Zoners Half Life Tools 2.5.3 custom Build 1.7. Currently, for HL, that is version 3.0.0.1. fgd file and include it in your Configuration Menu. It is also a good idea to get the latest. Some of the screenshots may not look exactly like your editor, but the descriptions of the editor menus, entity properties, etc., should give you the information you need. This tutorial was developed using WorldCraft/Hammer 3.4 and 3.5. If you just read it without trying out the examples and exercises on your own, in a map you make just to play around, you will not get the visual feedback, particularly in this "Light" tutorial, that will make you a better mapper. Note: The value of any tutorial is in direct proportion to the effort YOU put into learning the material. So this tutorial is going to cover the basics and some more advanced stuff to help you get some good lighting in your maps. Some of the basics of lighting were covered in In the Beginning Part 4: Basic Lighting but people are still asking questions about lighting and texlights.
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