Light that only affect environment (and not the portalgun)
Quote from DaMaGepy on October 13, 2014, 7:54 pmSometimes I just need to place weaker lights to tweak an area's lighting, to light some prop more or part of a room. I usually use normal "light" with big 50% and 0% falloff radius with weak brightness, just to lit up some prop or brush (without using light origin or other things), but I only want the rendered result via vrad. If I place small lights near the floor and if I walk near them, its small invisible light bubble lights up the portalgun, it can be above it or can come from under it and looks weird, especially if I used a lot small light.
Is there a way to use lights that not lit up dynamic objects, and only exist till vrad finishes?
I know that I can use named lights and then just killing them at mapstart, but then it inscrases the filesize (rendering lightmaps as if they turned on and off even if I never switch them) plus if I use big area lights, if I reach the maximum named light in the same area the new ones are just ignored (I think 5 or 6 is the max). And I dont want to change the lignt_environment's ambient settings.
I can use the named light method, but maybe there is a better way.
Sometimes I just need to place weaker lights to tweak an area's lighting, to light some prop more or part of a room. I usually use normal "light" with big 50% and 0% falloff radius with weak brightness, just to lit up some prop or brush (without using light origin or other things), but I only want the rendered result via vrad. If I place small lights near the floor and if I walk near them, its small invisible light bubble lights up the portalgun, it can be above it or can come from under it and looks weird, especially if I used a lot small light.
Is there a way to use lights that not lit up dynamic objects, and only exist till vrad finishes?
I know that I can use named lights and then just killing them at mapstart, but then it inscrases the filesize (rendering lightmaps as if they turned on and off even if I never switch them) plus if I use big area lights, if I reach the maximum named light in the same area the new ones are just ignored (I think 5 or 6 is the max). And I dont want to change the lignt_environment's ambient settings.
I can use the named light method, but maybe there is a better way.