Volumetric Light

Volumetric Light

Re: Volumetric Light Posted by Carcase on Sun Mar 6th 2005 at 1:27am
Carcase
145 posts
Posted 2005-03-06 1:27am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
Hi i know this is a simple thing to do, but i want to have light radiating out of square holes in the sides of these buildings. so far i have the rectangular brushes as func_dustcloud with a light inside going out the window, but all that does is make little particles that go up and down in the light and you cant see the rectangular shape of the light itself. How can i do this? is there a texture im supposed to use?
Re: Volumetric Light Posted by LAzerMANiac on Sat Mar 12th 2005 at 8:20pm
LAzerMANiac
204 posts
Posted 2005-03-12 8:20pm
204 posts 100 snarkmarks Registered: Sep 30th 2003 Occupation: A student/mapper for Xen Rebels Location: Fremont, CA
I believe the entity you want ofr thats is a point_spotlight or
somethign along those lines. Position it and play around with the
properties till you get the effect you want.
Re: Volumetric Light Posted by omegaslayer on Sat Mar 12th 2005 at 8:33pm
omegaslayer
2481 posts
Posted 2005-03-12 8:33pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Are you possibly trying to achieve the effect in the HL2sp in the train
station with the windows? Well that wasnt done with dust motes or a
brush entity, it was done with a model. Its called voulmetic light (or
something like that), but its in the effects folder in the models
section. Due note that yuo will need to change the settings a bit (eg:
no collisions and disable shadows)
Re: Volumetric Light Posted by ishbog on Wed Mar 16th 2005 at 7:01pm
ishbog
86 posts
Posted 2005-03-16 7:01pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
the dust particles--- tie the brush(s) to a 'func_dustmotes' entity. in the properties, you can change how thick the dust is, as in how many little particles are floating around. depending on size of the brush, i reccomend 30-70. i believe 'func_dustcloud' or something like that is the more "cloud" type thing. as for the actual light hitting the ground dynamicaly with your dustmotes, that is acheived with a light_spot, and if your window texture had lines in it, you may consider putting 'nodraw' brushes in the places those lines are-- the light goes through the texture, but the nodraw brushes block light, creating contrast and dynamics on the surface the light is hitting. if you want distinct lines, set brightness to about 4000-9000, and the fading angles within 5 of each other. the constant property is also important, if the light goes a long way, this has to be very high, like 2000.
Re: Volumetric Light Posted by Carcase on Fri Mar 18th 2005 at 9:24pm
Carcase
145 posts
Posted 2005-03-18 9:24pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
cool thanks!

oh i parented a point_spotlight onto an elite soldiers head and placed him in my dark map, its pretty cool cuz his eye emits red light (as little sense as that makes its cool). is there a way to reduce or increase the starting radius of the spotlight? could i make it be much much narrower?
Re: Volumetric Light Posted by fishy on Fri Mar 18th 2005 at 9:56pm
fishy
2623 posts
Posted 2005-03-18 9:56pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
yes, but for the sake of the search database, a new question should start a new thread.