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Textured Lighting
Textured lighting, when used properly, is by far the best type of lighting in most situations. The only drawback to this type of illumination is that you can't trigger it with a switch to turn it on or off. Other than that it is better than point-based lighting, in my opinion of course. Having said that, let's move on to the tutorial, shall we? **NOTE: This tutorial assumes that you know how to build a simple room and are experienced with applying textures. This tutorial was made using Worldcraft 2.1, and can still be done in Worldcraft 2.0. First, set your grid to snap to 16. Now let's build a small room that is 480L x 480W x 128H to contain the light. Be sure that the walls are 32 units thick and texture it in any way you wish (Don't use black). Once you are done, you're ready to select a texture for your light. Worldcraft uses a file called lights.rad to determine which of the textures give off light. **NOTE: The lights.rad file that is included with WorldCraft 2.1 is basically empty. The information that was in the lights.rad file for version 2.0 of WorldCraft is now in the valve.rad file. If you are using WorldCraft 2.1, simply rename valve.rad to lights.rad Here are the textures that give off light in Half-Life (according to the lights.rad file):
Select the 'YELLOW' texture, a simple texture to begin with. Using this texture, create a brush that is 64 x 64 x 16 and put it in the exact center of the room and in the ceiling. Once completed, insert an info_player_start entity in your room with the entity tool
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