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Old 05-24-2012, 07:45 PM   #1
ratinthehat86
 
 
 
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Lighting

Is there a lighting entity that will light my entire map without me having to put smaller lights everywhere.

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Old 05-24-2012, 10:47 PM   #2
Blackrat333
 
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Type "mat_fullbright 1" in the in-game console to light the entire map evenly.
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Old 05-24-2012, 11:00 PM   #3
Punishment
 
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Originally Posted by Blackrat333 View Post
Type "mat_fullbright 1" in the in-game console to light the entire map evenly.
I highly recommend using separate light sources in your map, rather than use mat_fullbright. Fullbright removes all shadowing and lighting effects, and (IMO) makes maps look terrible. If you're just using mat_fullbright for testing purposes, fine. But it's not a good idea to release your map with fullbright lighting.

Use a light_environment for outdoor areas, and func_illusionary (with the lights/white texture), light, and light_spot entities for interior lighting. With the lights/white texture, the higher you set the texture scale, the lower the intensity of the light.
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Old 05-24-2012, 11:25 PM   #4
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I highly recommend using separate light sources in your map, rather than use mat_fullbright. Fullbright removes all shadowing and lighting effects, and (IMO) makes maps look terrible. If you're just using mat_fullbright for testing purposes, fine. But it's not a good idea to release your map with fullbright lighting.

Use a light_environment for outdoor areas, and func_illusionary (with the lights/white texture), light, and light_spot entities for interior lighting. With the lights/white texture, the higher you set the texture scale, the lower the intensity of the light.
Mind I ask why you are using func_illusionary?

Or is this something for the Source Engine 2006?
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Old 05-25-2012, 12:45 AM   #5
P-GLaDDy
 
 
 
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Originally Posted by TZK203 View Post
Mind I ask why you are using func_illusionary?
I'd guess it's to light large internal areas smoothly without an obvious or feasible light source, but without having to actually draw the brushes that cast the light.
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Old 05-25-2012, 01:16 AM   #6
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Originally Posted by TZK203 View Post
Mind I ask why you are using func_illusionary?

Or is this something for the Source Engine 2006?
Do you say this because you have heard func_illusionary was discontinued after the 06 Engine? I have always heard that, but it still works perfectly for 07 mods... maybe 09 and further it truly is disabled?

Just curious.
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Old 05-25-2012, 08:03 AM   #7
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Do you say this because you have heard func_illusionary was discontinued after the 06 Engine? I have always heard that, but it still works perfectly for 07 mods... maybe 09 and further it truly is disabled?

Just curious.
It still works in Orange Box engine games. Like P-Gladdy said, I use them to uniformly light interior areas, simulating diffuse light like daylight streaming through a window.
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Old 05-25-2012, 08:04 AM   #8
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func_illusonary still works, they use a lot for lighting in EP2.

@ratinthehat86

When you use light_enviroment you also need a skybox for light to cast. The texture is Tools/skybox.
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Old 05-25-2012, 04:42 PM   #9
TZK203
 
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Originally Posted by CrAzYpotpie View Post
Do you say this because you have heard func_illusionary was discontinued after the 06 Engine? I have always heard that, but it still works perfectly for 07 mods... maybe 09 and further it truly is disabled?

Just curious.
Yeah, I asked that question with that in mind.
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Old 05-25-2012, 06:10 PM   #10
ratinthehat86
 
 
 
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Yeah, I asked that question with that in mind.
Yeah I've had to use engine 2009 because I couldn't get 2006 to work. func_illusionary doesn't appear in the entity list. But I can place an entity in the map and then change its entity type to func_illusionary, but as soon as I select a different object, the func_innulsionary entity dissapears.

Last edited by ratinthehat86: 05-26-2012 at 12:02 AM.
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