Custom Lighting "Beam"

Custom Lighting "Beam"

Re: Custom Lighting "Beam" Posted by HazardGameR^ on Mon Dec 19th 2005 at 2:37pm
HazardGameR^
75 posts
Posted 2005-12-19 2:37pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
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.
Re: Custom Lighting "Beam" Posted by Captain P on Mon Dec 19th 2005 at 4:40pm
Captain P
1370 posts
Posted 2005-12-19 4:40pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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 2005 at 4:48pm
HazardGameR^
75 posts
Posted 2005-12-19 4:48pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
Could you be more... specific? ...
Re: Custom Lighting "Beam" Posted by rs6 on Tue Dec 20th 2005 at 12:44am
rs6
640 posts
Posted 2005-12-20 12:44am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
I am pretty sure they used a model for this. Its called volumetric light.
Re: Custom Lighting "Beam" Posted by HazardGameR^ on Tue Dec 20th 2005 at 6:01pm
HazardGameR^
75 posts
Posted 2005-12-20 6:01pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
Can't use hammer, so i can't test it... does volumetric light shape after the hole?
Re: Custom Lighting "Beam" Posted by ReNo on Tue Dec 20th 2005 at 6:55pm
ReNo
5457 posts
Posted 2005-12-20 6:55pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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 2005 at 4:11pm
HazardGameR^
75 posts
Posted 2005-12-21 4:11pm
75 posts 27 snarkmarks Registered: Nov 30th 2005 Occupation: Student Location: Denmark
Thanks, much more clear :smile:
Unfortunately, i can't test it, so i have to wait till i get a new internet-card :sad:

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.