Lighting Library

[Useful] Lighting Library 1.0

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Updated 18 February 2012

This is for all the lazy mappers who can't be arsed to place env_lightglows, point_spotlight and env_sprites at their lights.
Just having a single light_spot isnt wrong either, but adding an effect makes the map feel a lot more polished!

I have sweeped through all the valve map + community maps, finding all the lighting setups and found that while there's endless combinations of colors, spotlight lenght and intensity, the entitys involved are always the same ones.

This Library has every light prop+light_spot in combination with a: point_spotlight, env_lightglow or a env_sprite.

example:
Screenshot-2012-01-28_01.44.51.png


HERE'S THE CATCH!
light_spot brightness: 255 255 255 800
point_spotlight color: 255 255 255
env_lightglow color: 255 255 255
env_sprite FX color: 255 255 255

In other words: Everything is white, you will need to setup the lights and effects to fit your map yourself. But you don't have to create all the entities by hand.

It's not a "valve lighting prefab library", That would just be silly! It's just a way to copy paste lighting effects into the map while still keeping it completely custom.

[DOWNLOAD]


Screenshot-2012-01-28_01.43.00.png

Screenshot-2012-01-28_01.45.38.png
 
Last edited:

MungoKing

L3: Member
Jul 12, 2008
148
47
Can custom lighting effects be created in place of a point_spotlight? Would that require a whole new entity or could the old one be edited... like a point_squarelight to match the tf2 props :) That would be cool.
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
As do I, but I believe even Valve does that.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
they should add the ability to add alpha masks to lights. not only would that allow us to have rectangular point_spotlights, but other lights could appear to cast more detailed shadows without even needing something to cast the shadow.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Boojum: Yes, I know.. that's why I've included the option to use the env_lightglow setup as well!

Mungo: I have no idea, sounds pretty cool... but my guess is; not possible.
 

Flying Chicken

L69: Deviant Member
Nov 26, 2009
69
2
Yay for +Thanks #50

This is going to get my map working so much faster. Thanks bro.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
The download has been updated to v2.0

There are no big changes, but I've made sure that the setups actually work this time around. No more light_spots inside collision meshes!
Also added a few new ones, mainly from Egypt and Doublecross.

 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
point_spotlights on the rectangular fluorescent fixtures make me rage.

Ditto. Same with env_lightglows on fluorescents. Actually, env_lightglows anywhere annoys me; they really weren't meant for that and the whole disappears-when-you-get-close-enough thing isn't very realistic. I'm pretty sure, for example, that they never used them on light fixtures in the Half-Life games.
 

GLaDOS

L1: Registered
Nov 26, 2009
28
9
Is it just me or are there lots of error 'props' in the library? Almost every light has an error model just under it.
 

Bad Vlad

L2: Junior Member
May 23, 2010
71
16
I didn't see this until I looked here. Maybe it should be better represented?

It's also in the wrong (sub)forum.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I didn't see this until I looked here. Maybe it should be better represented?

It's also in the wrong (sub)forum.

You're right, that's wierd. Because I could have sworn it was in the tutorials and resources section before (and when I posted it)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
It's because pepper merged the two forums, and then when everyone complained it split it again but only searched for things with the [tutorial] tag, so there are lots of things left here.