Recessed Lighting
I don't have much to contribute yet since I'm new to mapping in Hammer (though I do have some experience in UnrealEd that will certainly transfer over).
However, I do have a question.
I'm working on my first map and I'm trying to add some recessed lighting to it. I'm using the light_recessedcool002 texture the same way the sample SDK map is, but for some reason only a single light source is created from the texture instead of a whole line of lights along the wall.
I've even tried directly copying the recessed lighting group objects right out of the sample map, but they do the same thing. I also tried recompiling the sample map to see if it was an issue with compiling/hammer similar to the common cubemap problems, but the sample map recompiled just fine.
Does anyone know what might be causing this? I've got all of the textures settings set identical to what the sample SDK map has, and I've tried multiple scalings/rotations, but I still only get one light source. Is there a properties page that I need to go to to configure texture-sourced lighting?
Thanks in advance for your help.
Korjagun wrote:
Check your map for leaks; radiosity may fail to generate properly if there are leaks anywhere, which will cause some funky lighting artifacts.
Sweet. That was it. I had a HUGE gaping hole at the bottom of the starting elevator shaft. I feel like an idiot. 
Is there a quick way to tell if your map had any leaks when you compile short of trying to load a pointfile?
You can make any texture produce light by making a .rad file
Example:
mapname.bsp uses lights/light_recessedcool002 as a recessed lightsource
make a new text document in the directory the bsp is located. name it 'mapname.rad'
open the .rad file in notepad and type on line one the texturename and r g b brightness
so mapname.rad has
lights/light_recessedcool002 135 207 255 300
if there are any other texture lights, just put it on line 2. thats the values I used for that very same texture in my map.
you will know if it works, when during compile it comes to the RAD computation, at the begining of that stage it says something like:
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']
...
[2 texlights parsed from 'h:\steam\steamapps\account\sourcesdk_content\portal\mapsrc\mapname.rad']
where 53 is the actual number of that light its putting in the mapfrom the default lights.rad file
2 is how many lights are being parsed in from the custom rad file in the map directory, overriding any default ones that may conflict
let me know if you need anymore help 
if so just adjust the RGB and brightness value in that file, and recompile the map
sadly we can't see (that I know of) specific settings used in .rad files for the official maps, because these values are external to hammer, they only come into play when calculating the RAD for the map.
you could always pair a texture light, with a seperate bouncelight. Its a good way to fake radiosity we use in 3d art.
lemme try and draw you a ascii picture cause im lazy and dont want to open 3dsmax or photoshop (I will if you need me to)
hole in wall \ = light rays _ & | = hard surfaces o = bouncelight
[ ] /|
\ / |
\ / |
___\o/ _ |
ok I have no idea if that makes sense to other people. but what it means, is where the highlight, or brightest part of the wall is, put another light, not as bright, that will "extend" the lighting
this would work best if the highlight is definable, if not you can use the bouncelight carefully to fake it being definable, but it would be noticable if anything passes in front of it.
if only we had lights like 3dsmax 
EDIT: yeah the ascii thing didn't work, it took out the spaces, just say the word and I'll open 3dsmax for ya 
Stop making ascii drawings, they don't help anyone. Open up MSPaint and attach your image to the board so that people can maybe understand what you are trying to convey. Thanks.
Love,
Comprehension
Here is the effect I was getting:

Basically, it's just a boring white texture in the ceiling that emits light. However, it looks nothing like the typical lights in Portal.
Here is the effect I wanted:

This looks a lot more like the Portal lights. All you have to do is check the HDR box when you're compiling your map. It's more drastic here because I only have one other dim light in the room, but the effect is quite impressive even in a well-lit room.
EDIT: I'm also having a bit of trouble with the other recessed lighting - one of my walls is extremely bright and flaring out of the recession, and the other is only lighting up the recession that brightly. I think I have to pan the textures some (haven't tried it yet), but I figured I'd give a quick heads up in case the fix is something I haven't thought of yet. I'll post screenshots tomorrow if I'm still having problems.
go take a look at my newest post at
the first is basic lighting techniques, the newest post is actually what you're doing right here 