Re: [article] Lighting Basics
Posted by satchmo on Tue Dec 21st at 2:28am 2004
Good tutorial.
Do you plan to add something about light_dynamic in the near future? It would be useful for the non-newbies too then.

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Re: [article] Lighting Basics
Posted by Tracer Bullet on Tue Dec 21st at 4:12am 2004
I may do a separate tutorial for it if I find the time and it proves to be warranted. I've not yet tried to use them though, so...

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Re: [article] Lighting Basics
Posted by Anthony on Mon Dec 27th at 9:32am 2004
I think a bit of a focus on using the point_spotlight in conjuction with the light_spot might be in order...
I've only seen one tutorial on how to achieve the effect (and it's very poorly done). I've messed around with it but I can't seem to get the really nice beam happening.
Still, nice tutorial all in all.
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Re: [article] Lighting Basics
Posted by Tracer Bullet on Mon Jan 10th at 7:37am 2005
Func_dustmote is a brush based entity. You need to create a brush in the shape of the dustmote you want, and then tie it to the func_dustmote entity. You will not find this entity in the point entity list.

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Re: [article] Lighting Basics
Posted by DrGlass on Wed Jan 12th at 5:12am 2005
Env_lightglow dosn't work as a glow for lights, that is used for the effect seen in the coast level as you exit the tunnles. It glows from far away but once you get close it will fade out. Use env_sprite, set to 'glow' and change the scale as you need.

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Re: [article] Lighting Basics
Posted by Ladybulf on Fri Jan 21st at 10:12pm 2005
What im struggling to do is have the light come from a striplight, this is good basic knowledge
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Re: [article] Lighting Basics
Posted by greensinge on Mon Feb 21st at 10:56pm 2005
Very useful, thanks. Make more tutorials.
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Re: [article] Lighting Basics
Posted by Tracer Bullet on Tue Feb 22nd at 5:37am 2005
Env_glow works just fine for normal lights. You just have to fiddle with the settings to get it right.

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