How do I make this kind of lighting?

Discussion in 'Mapping Questions & Discussion' started by Sailaser, Jun 20, 2017.

  1. Sailaser

    Sailaser L1: Registered

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    Hi, I'm new to Hammer and I'm making a TF2 map. I am ok at detailing maps, but I want to know three things on lighting. I highly appreciate it if someone can help me:

    1. How do you make these beams come from the lights? Is there an effect tool, or do I use "light_spot"?

    2. How do you make lights for props? For example: The underground computers from 2fort.

    3. How do you create a light texture like this?

    I've provided images numbered to my questions:

    20170620135002_1.jpg 20170620135035_1.jpg 20170620135125_1.jpg
     
  2. Crowbar

    aa Crowbar perfektoberfest

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    1) It's the point_spotlight entity.
    For the 2) and 3), this VDC article will probably provide you with some basic knowledge: Glowing Textures
     
  3. Kobolite

    Kobolite L7: Fancy Member

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  4. Diva Dan

    aa Diva Dan hello!

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    You can use lights/white001 for the third one, and if you make it a func_brush you can color it like the lights in the second one.
     
  5. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    2fort uses func_dustmotes for the sun light beams, although point_spotlight entities are used for the beams from single light sources.

    As for the computers, I believe that Valve used env_sprite entities, although you should check the Decompiled Valve Maps page, and have a look at 2fort for yourself.
     
  6. Sailaser

    Sailaser L1: Registered

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    I'm finding these tips super helpful. I'll try them. Thanks!
     
  7. Sailaser

    Sailaser L1: Registered

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    Ok so I tried what Kobolite gave me, which was the lighting library, and it didn't work. I copied and pasted one of the lights and I got no beam. Is there a setting that I disabled by mistake?

    The env_sprites, on the other hand, worked fine.

    20170620211100_1.jpg 20170620211110_1.jpg 20170620211103_1.jpg
     
  8. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Did you copy the light with the point_spotlight entity as well as the light_spot?
     
  9. Sailaser

    Sailaser L1: Registered

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    I think I did. I'll double check.
     
  10. Sailaser

    Sailaser L1: Registered

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    I'm pretty sure I did, I took the model and the light_spot. I'm not sure what the point_spotlight is.
     
  11. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    The point_spotlight is an entity that looks like a dark blue hemisphere with a few sticks pointing out of it. It's the entity that provides the shaft of light. Here's an image of the prefab you need:
    Capture.PNG
     
  12. Sailaser

    Sailaser L1: Registered

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    Oh I see now, I took a light without a point_spotlight, but I've found some other ones with one. Thank you so much.
     
  13. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    It's a prop_static with the model models/effects/lightshaft/lightshaft_2fortspawnext.mdl
    Dustmotes are just particles flying about.
     
  14. MOCOLONI

    MOCOLONI L5: Dapper Member

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    Quick answer and info taken from sdk_ctf_2fort (the official .VMF file):

    1) light_spot + point_spotlight combination
    2) light_spot + point_spotlight combination
    3) a brush face textured with lights/white001

    If you wish to know the values and such:
    1) light_spot - "Outer (fading) angle" : 70 /// point_spotlight - "Spotlight Length" : 256 | "Spotlight Width" : 64
    2) light_spot - "Inner (bright) angle" : 35 | "Outer (fading) angle" : 46 /// point_spotlight - "Spotlight Length" : 150 | "Spotlight Width" : 80
     
  15. Sailaser

    Sailaser L1: Registered

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    It works now. Thanks! 20170621160929_1.jpg
     
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  16. Sailaser

    Sailaser L1: Registered

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  17. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    The default rad file already covers the existing light textures. What would be the point of them without it.
    It is in the tf2_misc_dir.vpk and should work on its own.
     
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