Custom Lighting "Beam"
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Re: Custom Lighting "Beam"
Posted by HazardGameR^ on Mon Dec 19th at 2:37pm 2005


I have seen this in office (Pretty sure it was the source-version) and i want to make a cave with water etc... and then i want this light beam coming thorugh a hole in the top, but i really have no idea how to do it, i have readen all the light tut's i could find... I want to form it like the hole, so no, i cant use light_point... I also want it to cast some light in the floow ALSO shaped after the hole... In cs_office it was coming from a projector ligting on the wall... How to do this? Do i have to use a special texture?

Also, i don't want the light to disapper when walking in to the beam, so thawt you can see the you are standing in a simple brush... kinda like dustmotes or water if you get me.





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Re: Custom Lighting "Beam"
Posted by Captain P on Mon Dec 19th at 4:40pm 2005


Use a light_spot combined with a volumetric light model. Like seen in HL2 - early in the train station.






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Re: Custom Lighting "Beam"
Posted by HazardGameR^ on Mon Dec 19th at 4:48pm 2005


Could you be more... specific? ...



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Re: Custom Lighting "Beam"
Posted by rs6 on Tue Dec 20th at 12:44am 2005


I am pretty sure they used a model for this. Its called volumetric light.



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Re: Custom Lighting "Beam"
Posted by HazardGameR^ on Tue Dec 20th at 6:01pm 2005


Can't use hammer, so i can't test it... does volumetric light shape after the hole?





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Re: Custom Lighting "Beam"
Posted by ReNo on Tue Dec 20th at 6:55pm 2005


It is basically what CP said - a light_spot combined with a volumetric light model. The basic idea is to put the light_spot entity behind the hole you want light to be cast through, and ensure the spotlight angles are set to be wider than the actual hole (ie. the light cast covers the entire hole). Set your light colour and intensity and all that jazz as you like, and on compiling you should get light coming through the hole and casting light in the shape of the hole onto your floor/wall/whatever. To get the actual beams, Valve used a volumetric light model. This is just a simple model in whatever shape you want the beam to take, that uses specific materials to give the effect of a "volume" of light. Unfortunately I think Valve only included one such model in HL2 to use, so unless your hole is exactly the same shape as the windows they used it on, it isn't going to work. You would therefore have to build your own model to the shape you wanted and then use the same material to skin it. I don't know if the material would work if applied to brushes, but if it does then you could try building this light volume in hammer and texturing it with that material.






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Re: Custom Lighting "Beam"
Posted by HazardGameR^ on Wed Dec 21st at 4:11pm 2005


Thanks, much more clear
Unfortunately, i can't test it, so i have to wait till i get a new internet-card

Should i make some brushes with the block light texture? You know, i want the cave ceiling to look rough so i probably have to make it a displacement brush,
and I'm pretty sure that it doesn't block light.






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