Please give me a comment telling me what you think.
Also, don't forget to give me tutorial requests!
Lighting 2: Basics
Learn how to use the light, light_spot, light_environment entities and the skybox texture to give your maps some light.
Posted by Silverfisk on - Basic Mapping/Technical
cool tut, even if i knew that i liked to watch, cool notes all over screen! explains everything ^^
That you enjoyed just watching it is awesome! Thanks a lot!
Very helpful for new-comers looking for some basic lighting tips (like me :P)
You've got a follower :)
I'm glad you liked it and thanks for the follow! :D
You did alot very worng! You can contorol a normal light much better then a light_spot. Never heard about "falloff distance"?
Sorry but lern a bit more before you make a tutorial!
Right, that is your opinion, mine is different. If you compare the final result of a light entity with the final result of a light_spot entity on a lamp for example you will see that the light_spot looks much better though.
Also, Valve uses light_spot for almost all their lights, but maybe they're doing it wrong.
Oh, and I've been mapping for the Source engine for over four years, so I know a bit about it.
Even though an explanation of the more advanced parameters like fallout distance would be nice, it was just a basic light tutorial as the title implies. And light_spot results in a more realistic good looking light if you use it correctly. Sorry, but learn a bit more before you write a comment.
Oh and great tutorial :)
That is correct.
Thanks.
Nice tutorial. Good for newbies.
Glad you like it!
Awesome!
Thank you, stay tuned for more!
... Dont mean to sound noobish, but I ran Hammer in Orange Box 2009, but how do you test the map? When I click "run map", it brings me to the menu.