Textured Lighting
Gods gift to mankind

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):

+0~GENERIC65
+0~GENERIC85
+0~GENERIC86
+0~GENERIC86B
+0~GENERIC86R
GENERIC87A
GENERIC88A
GENERIC89A
GENERIC90A
GENERIC105
GENERIC106
GENERIC107
GEN_VEND1
EMERGLIGHT
+0~FIFTS_LGHT01
+0~FIFTIES_LGT2
+0~FIFTS_LGHT4
+0~LIGHT1
+0~LIGHT3A
+0~LIGHT4A
+0~LIGHT5A
+0~LIGHT6A
+0~TNNL_LGT1
+0~TNNL_LGT2
+0~TNNL_LGT3
+0~TNNL_LGT4
+0LAB1_W6D
+0LAB1_W6
+0LAB1_W7
SKKYLITE
+0~DRKMTLS1
+0~DRKMTLGT1
+0~DRKMTLS2
+0~DRKMTLS2C
+0DRKMTL_SCRN
~LAB_CRT9A
~LAB_CRT9B
~LAB_CRT9C
~LIGHT3A
~LIGHT3B
~LIGHT3C
~LIGHT3E
C1A3C_MAP
FIFTIES_MON1B
+0~LAB_CRT8
ELEV2_CIEL
YELLOW
RED

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 entitytool.gif and compile your level.  Now sit back and bask in the holy glow of your new texture light. It may not be great looking, but with more experience, textured lights can add a great deal of detail to your level.

EXAMPLE MAP

dynesig