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»» Click here to get back to the Tutorials Section ««

 

Lights


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Hello and welcome to our fifth tutorial "lights". In this tutorial we will explain to you everything you need to put a light into your map and all the functions of the entities you need. Choose the entity tool and select the entity "light" on the dropdown menu.

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The entity light is a point light or as well an invisible lightsource that projects light in every direction. With help from in and outputs you can switch the light on or off. Click on the 3D view and then point to where you want to place the entity. Here we have placed it in the middle of the room.

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With a doubleclick on the Lightbulp you can open the properties of the entity.

 

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The other option you have is that if you choosed the entity you can rightclick on the 2D view and then click on properties to see the options.

 

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If the properties window is open you have many things you can play with.

 

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Lets start with name or targetname. That is the name of the entity you can freely choose. If the entity got a name it can be used on the in & output system.

 

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With Brightness you can, as we explained to you in the last tutorials, change the color and the brightness of the light. The first three numbers are the RGB numbers. The higher the worth, the brighter the light. Not every color is working with the light so experimentation is needed!

 

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On Appearance you can choose lighteffects like flicker or pulse. As we told you in the last tutorial, you have to experiment with this option as well to see what could be better for your map.

 

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Custom Appearance is another effect that isnt listed on Appearance. Here you have to use the letters "A" and "Z". A stands for dark and Z for full brightness. But this only works if the entity has a name.

 

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Now to Constant, Linear and Quadratic. These three options are for the light intensity.

 

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50 Percent Fallof Distance and 0 Percent Fallof Distance will overwrite the used settings of Linear, Constant and Quadratic if the parameter of the lightfall on distance isnt 0 percent.

 

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Hard fallof will create a light that is zero behind the 0% distance. If you dont be carefully with this option you will create a unrealistic light.

 

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Entity to Point at is for pointing your light to an entity. For this you need to choose the name of the entity the light should light on. But we will leave this as well on the standard settings!

 

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The last is Maximum Distance. This setting give your light the furdest distance it should effect.

 

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Now we've explained all settings that the entity light got. The most of them are not interesting to use. But you can experiment with them if you want. But we're not finished yet. There are more light entitys. Now to the light_spot entity. With this entity you can create many lightsituations on your map. If you got some lamps or latern on your map you should use this entity.

 

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To give you an example we place a spotlight on our map. Choose the entity prop_static and place it somewhere on your map. Open the modelbrowser and type "light" in your filter. There are now many lamps, spotlights you can choose. We will use the floodlight "light_floodlight02_off.mdl".

 

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If you can see the model on your map place a light_spot entity on a fitting place of the model.

 

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With a doubleclick on the light_spot entity the properties window will pop up. Many settings there are identic with the light entity. But some of them are new. Like Pitch Yaw Roll, Pitch, Inner Bright angle and Outer fading angle. Pitch Yaw Roll and Pitch are some settings we explained to you in the last tutorial.

 

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Pitch Yaw Roll is for the adjustment of the light on your map. You can replace the worth for X Y Z with using the Point At... function. Just choose the place you want with the crosshair.

 

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The function Pitch has almost the same function. Here you can change the angle of the lightfall with typing in numbers from 0 to 90. 0 is for horizontal lightfalls and -90 for vertical lightfall. Everything below 0 will make your light diffuse and you will not be able to  see the lightsource. That means you will not be able to have visible shadows on objects or players.

 

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Inner brigth angle is for the radius of the light cone. Outer fading angle is for the outer radius of the ligth cone where the light is darker.

 

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But now back to the assembling. We've got a worldmodel and a light_spot and want to have the lightfall on a defined position.  To do this use Pitch Yaw Roll and choose a point you want.

 

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Click o apply and close the properties window. You've now created an light_spot. But you can improve it a little bit.

 

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You can improve it if you use a point_spotlight in addition to the light_spot. But it needs to have the same defined position like the Pitch Yaw Roll setting has got.

 

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If you transfer/copy the X Y Z numbers from Pitch Yaw Roll of the light_spot to the point_spotlight you dont need to change everything else.

 

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But to save some ressources activate "Start On" and "No Dynamic Light" under Flags. Click on apply and you're finished.

 

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Another Tip to improve it a little bit more is to use the entity func_dustmotes with the light_spot entity.

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But there is another lovely lightcombination. Use the light entity with a light_spot entity.

 

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But  for this you need a total of four entitys. Here a little list: prop_static (the worldmodel), light_spot, light and point_spotlight. Now to the development of this combination.

Choose the entity prop_static on the dropdown menu, place it and open the properties. Go to Worldmodel and type "light" or "lamp" in the filter of the worldmodel browser. Now many lamps will shown to you. Choose a model and place it on your map. Here we're using prison_lamp001a.mdl. You can find it with the filterentry "lamp".

 

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Now place the entity light_spot in the middle of the model. You dont need to chance anything in the properties.

 

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Now add point_spotlight and place it in the middle as well. Use point at and click somewhere on the floor that the light wont be on the ceiling.

 

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The last is to place the light entity below the spot entity and you're finished.

 

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This looks very nice ingame. Try it if you want.

 

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For now thats everything. Now you should have a good base to use lights on your map. We wish you much fun mapping.

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