In this article we will briefly introduce you to all the possible ways of illuminating a map, which, by the way, are not many, and we will also briefly talk about each of them.
Object light_environment sometimes they jokingly call maps "suns", for example they say: "Insert a sun and everything will be fine" :) Remember that for a map one such sun is enough, there is no point in creating several objects light_environment no (it used to be :)
As for the second prerequisite for natural lighting to work, namely SKY brushes, then they are simple brushes, only painted on all sides with a special SKY texture (blue). This texture has the ability to emit light (if there is a light_environment object on the map). Sometimes the entire set of SKY brushes, forming a kind of dome over the map, is simply called "the sky" and they say: "create a sky," meaning to create SKY brushes around the map.
In object properties light_environment The color of the light and its brightness are set. The appearance of the map after compilation greatly depends on these parameters. Typically, mappers choose colors close to yellow, orange, brown or white - in general, closer to natural, daylight. The properties of this object also indicate the angle at which the light hits the ground. The default is -90°. "Minus" indicates that the light is tilted towards the ground. Remember that you should only enter negative values (-30°, 45°, -60° and others). The size of shadows cast by objects depends on this angle. Indeed, the length of the shadow changes when the angle of incidence of light changes (as the Sun moves). For example, to create a morning map when the Sun is not high above the horizon, you need to specify values close to -30°, etc.
Artificial lighting can be created using point entities light And light_spot or luminous textures. The first object illuminates the room like a regular light bulb, the second creates directional light (like a spotlight). Light_spot used much less frequently than light and mainly for decorative lighting (billboards, paintings), and can also be used to create street lamps.
Artificial lighting can also be created using luminous textures. This method has also found its application. You can read more about glowing textures in the article "Glowing textures (creating a RAD file)."
Two main types of lighting
Lighting in Half-Life, as in real life, is divided into 2 main types:- Natural (sunlight)
- Artificial (light bulb)
1. Natural light (sun)
Whatever card you take, it has natural light. It is implemented using a point entity object light_environment And SKY brushes, surrounding the card outside and separating it from the "vacuum" outside it.Object light_environment sometimes they jokingly call maps "suns", for example they say: "Insert a sun and everything will be fine" :) Remember that for a map one such sun is enough, there is no point in creating several objects light_environment no (it used to be :)
As for the second prerequisite for natural lighting to work, namely SKY brushes, then they are simple brushes, only painted on all sides with a special SKY texture (blue). This texture has the ability to emit light (if there is a light_environment object on the map). Sometimes the entire set of SKY brushes, forming a kind of dome over the map, is simply called "the sky" and they say: "create a sky," meaning to create SKY brushes around the map.
In object properties light_environment The color of the light and its brightness are set. The appearance of the map after compilation greatly depends on these parameters. Typically, mappers choose colors close to yellow, orange, brown or white - in general, closer to natural, daylight. The properties of this object also indicate the angle at which the light hits the ground. The default is -90°. "Minus" indicates that the light is tilted towards the ground. Remember that you should only enter negative values (-30°, 45°, -60° and others). The size of shadows cast by objects depends on this angle. Indeed, the length of the shadow changes when the angle of incidence of light changes (as the Sun moves). For example, to create a morning map when the Sun is not high above the horizon, you need to specify values close to -30°, etc.
2. Artificial lighting (light bulbs)
In principle, it is possible to imagine a map without artificial lighting if there are no shelters, rooms, basements, caves, etc. on it. Most maps have cover, which means there is artificial lighting.Artificial lighting can be created using point entities light And light_spot or luminous textures. The first object illuminates the room like a regular light bulb, the second creates directional light (like a spotlight). Light_spot used much less frequently than light and mainly for decorative lighting (billboards, paintings), and can also be used to create street lamps.
Artificial lighting can also be created using luminous textures. This method has also found its application. You can read more about glowing textures in the article "Glowing textures (creating a RAD file)."
Let's say we want the shadow of the box and the walls (and all other objects on the map) to be cast up and to the right (in the picture). Then in properties light_environment
you must specify an angle of 45 degrees or any other pointing up and to the right. Remember that the angles must be set in the top view, otherwise the direction will be set incorrectly.
Map Description / Title
Target
Appearance
See how the lighting changes depending on these angles. On the left are the default angles, on the right are 90° and 105°.


Place this brush under the lantern (see picture below).

We'll put it up for env_glow the following properties:



Next important point. We transform the prepared two brushes (rays) and the ORIGIN brush into a single entity object func_rotating. To do this, select while holding down the key Ctrl
both rays and ORIGIN brush. Click [Ctrl-T] and select from the list func_rotating.
Start ON — so that the rays begin to rotate automatically after the start of the round;


It's hard to say in what cases it can be used Light Origin. Unlike Light
Flags it is used very rarely.




