Lighting... I Don't get it!
Skybox lighting?
Dynamic Lighting?
Fog Lighing?
Normal Lighting?
Or Wall lights lighting?
Fog:
http://www.youtube.com/watch?v=Mz-qwPfYpbs
Dynamic Lighting (only shadow):
Compiling with
-StaticPropLighting
-textureshadow
-StaticPropPoly
Normal Lighting:
Add a light or light_spot to your map and set your colour
Glass Lights:
http://www.youtube.com/watch?v=taKtmMYbIRY
(this is easier than the light holes from portal)

Then I tried these Panels (Instances). Which seem to give off barely any light what-so-ever (Also Fail)

Then I added normal Lights to the panels giving me this: (We're getting somewhere!)

I even tried env_projectedtexture (Nevermind)

I want my light-panels to look like this [Which in fact have no entity:lights above them, like I tried] (Good job valve...)
This is where I get frustrated ![]()
1: Place a Light in the middle of the model. Make its brightness about 185 225 219 100 (At the picture above i see there is used 2 lights at every model. You can do that too. You can easely see where the light is place if you look where the light casts out from the model)
2: Place a Light_spot at the same place as where you would put the light, and make it point up. I guess the brightness would be the same: 185 225 219 100
If you find some lighting that you like or want to try out, just decompile the map that has it in, and see how Valve did it.
I hate lighting, so that's what I did to try to learn and see how to do it.
Rob.
Then, to lighten the white panels like you showed on the picture, just take the normal lights/light_panel_x_med instances. Those emit only very less light, but enough to give these panels a nice touch.
I've also learned that if you don't change any of the quadratic/linear/constant/50%falloff/100%fallof the light will look the most natural.
Hope I could help
BrainstoneX wrote:
The player won't notice it, but these lights are the main source of brightness
Sometimes you do notice it if the room isn't that big. Then when you walk beneath it the portal gun gets lit up. That kinda annoying
Good Luck!
For me I like to add lights near entities e.g:
prop_tractor_beain, in the middle of the base, a light_spot with a blue light and change the color with an input if it reverses
Floor buttons, a small red light in the middle of the button
Doors, add a grey light_spot pointing to it
Gel droppers and cube droppers, add a grey light for the cube droppers, and use orange, blue, or white for gel droppers.
grey lights on the laser emitters
Light bridges, add a sky blue light,
Faith plates, add a grey light.
