How do I make this kind of lighting?

Sailaser

L1: Registered
Jun 20, 2017
20
1
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:

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20170620135125_1.jpg
 

Sailaser

L1: Registered
Jun 20, 2017
20
1
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.

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Sailaser

L1: Registered
Jun 20, 2017
20
1
I'm pretty sure I did, I took the model and the light_spot. I'm not sure what the point_spotlight is.
 

Sailaser

L1: Registered
Jun 20, 2017
20
1
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.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
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
 

Tumby

aa
May 12, 2013
1,087
1,196
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.