- Nov 30, 2007
- 122
- 89
I feel like a n00b again...
I just can't get my lights looking right in TF2. The way we always used to do it in Half-Life was to use texture lights. Plain old light and light_spot entities were'nt used as much. Now it seems in TF2, light_spots are all there are. Looking at the VALVe maps, all I see is light_spots everywhere- all placed just below their prop models. Not a standard light entity in sight.
However, when I try this, what I end up with is in the case of a wall light, the surrounding area getting moderately lit, but the wall behind the light and the ceiling hardly getting lit at all. Also the props stay dark in some cases.
I've set the brightness up to 1000 on some of my lights, but it still doesn't seem enough.
So, any tips for lighting in Source??
I just can't get my lights looking right in TF2. The way we always used to do it in Half-Life was to use texture lights. Plain old light and light_spot entities were'nt used as much. Now it seems in TF2, light_spots are all there are. Looking at the VALVe maps, all I see is light_spots everywhere- all placed just below their prop models. Not a standard light entity in sight.
However, when I try this, what I end up with is in the case of a wall light, the surrounding area getting moderately lit, but the wall behind the light and the ceiling hardly getting lit at all. Also the props stay dark in some cases.
I've set the brightness up to 1000 on some of my lights, but it still doesn't seem enough.
So, any tips for lighting in Source??