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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @
Haiku Interactive |
ReNo-vation.net