Re: Streaming light beam
Posted by satchmo on
Sun Apr 10th 2005 at 4:46pm
satchmo
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Occupation: pediatrician
Location: Los Angeles, U.S.
Instead of using point_spotlight, use light_environment with a whitish
color instead (to simulate moonlight). I imagine the brightness
should be set at around 100 (yes, moonlight can be quite bright).
And then change the lighting grid from Hammer. I haven't experiment on this myself, but go play around with the setting.
From the first screenshot, Valve used more than one type of lighting
entities to achieve the total effect (notice the general "glow" from
the large windows has a different color than the warm, direct sunlight
casted on the floor).
Re: Streaming light beam
Posted by Varsity on
Sun Apr 10th 2005 at 5:00pm
Varsity
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Location: England
I'm already using one - what I'm after isn't the effect on the window
or on the floor, but the shaft of light in between. I want visible
moonbeam coming through the broken window panes.
Re: Streaming light beam
Posted by Natus on
Sun Apr 10th 2005 at 5:22pm
Natus
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Location: Denmark
i see , didnt really understand your question when talking in
#snarkpit, but, you should use a prop_something (prolly static) and
then theres a model in the effects folder called vol_light
done.
note: the model will prolly only look good if it fits the window, and if your light_environment has the same color as the model
Re: Streaming light beam
Posted by Varsity on
Sun Apr 10th 2005 at 5:52pm
Varsity
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Location: England
Thanks, that's what I'm after. Doesn't work but worth trying. :smile:
Re: Streaming light beam
Posted by DrGlass on
Mon Apr 11th 2005 at 6:19am
DrGlass
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Occupation: 2D/3D digital artist
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Also, make your light map scale on the texture that the light will be
cast onto something like 8 or 4. This will make a sharper shadow
and light line.