Switching light of a model on

Discussion in 'Mapping Questions & Discussion' started by Wander, Sep 16, 2010.

  1. Wander

    Wander L3: Member

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    Hi all

    Im quite new to mapping, and currently working on a zf map (for the tf2 zombie fortress mod)

    I often see that lamps have 2 skins, one with the light being off, and one with the light being on
    I would very much like to use the model "props_trainstation/light_256ceilingmounted001a.mdl", however it doesn't have an switched-on skin
    Ingame these look really strange as lightsource, light coming from a lamp thats switched off

    The texture used by the model is "lobby_fixtures001a", i exported it with VTF Explorer, as a test made it completely white, and saved it as vtf again with the photoshop plugin
    Ingame the model is completely white, but doesnt show light, so in the dark it doesnt look like a lightsource

    So my question is, how can i get this model to look switched on, and being lit, even in the dark :confused:
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You need actually light entities (light or light_spot) to light up the area. To make the model lit up you'd need to brighten the right areas and make a selfillum mask on the alpha channel of the skin. You can probably look at the skins for other lights to see what is done.
     
  3. tovilovan

    tovilovan L6: Sharp Member

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    Seeing as he's new to mapping, I don't think he'll know what selfillum channels are (at least I don't). I see that you're using a HL2 prop, which is generally a bad idea in a tf2 map whether it's zf or any gamemode. I've never had a problem using the regular tf2 lamp props.

    Mostly when placing lights I use Ravidge's lighting gallery for reference!