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#1 |
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Guest
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What would you recommend in order to create a spotlight, using the entity "floodlight" as the actual light?
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#2 |
![]() Join Date: Jun 2005
Reputation: 4458
Posts: 2,471
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There is no "floodlight" entity. Is there?
Is it mod related? |
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#3 |
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#4 |
![]() Join Date: Jun 2005
Reputation: 4458
Posts: 2,471
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Ah. I'd probably use a prop_static, a light_spot, and a point_spotlight.
env_lightglow and func_dustmotes are optional, hence you get no instructions for them. (But there are tutorials for that sort of thing, somewhere...) |
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#5 | |
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Quote:
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#6 |
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Guest
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Don't know how big your spotlight is, but there's also a particle effect that could help you out a lot if you modify it to your needs (using the particle editor - pretty easy, but VERY buggy). Use an info_particle_system and for the system put in: light_rays_01
If you like it, but its too big, colors are off, whatever, you can just copy over all the particle files from the game's .gcf and load it into the particle editor (valve's sdk page tells you how). Then tweak to your needs, save as something new, and type the new name back into the info_particle_system. I probably told you something you didn't need to know, but it's good to have options and I never hear anyone talk about particle systems in Source. |
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#7 |
![]() Join Date: May 2009
Reputation: 32
Posts: 686
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You may also want to place a plain light entity a few feet in front of your spotlight, and set the brightness very low, this way you get a little more ambient light directly around it.
It depends what kind of look you're going for really. |
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#8 |
![]() Join Date: Aug 2009
Reputation: 75
Posts: 1,262
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I found out the best way to make lighting is to make a light_spot and point_spotlight come out from a prop, and colour the light something other than pure white (dark green with grey seems to work wonders.
This really adds atmosphere to a map |
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