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(Bear in mind that Source only normally allows 1 projected texture at a time, so SFM is really quite generous with 8).
There are some ugly tricks to make 8 lights seem like more than 8 lights, but although I hate to be a tease, I've got to take the dogs out before it rains, so I can't explain those right now.
there it is.
and ... end of rant here. :)
just some more. what if you remove the light from he scout's back and tweak the laptop screen to do a more saturated rim?!? a whole 'nother visual to bring the laptop to live. shiny in the dark.
also. what if you remove the streetlight shadows? entirely overpower the shadows with directed muzzle flash shadows. could be nice on the spot. an actual microsecond shot.
now... i just noticed... you barely have shadows. i actually don't even know why you're asking for more. you gotta use them better imo. :)
how do you mean more saturated rim? you mean as in shine another light on the laptop to give it some bloom?
I dident want to remove any street lights because 1 they all lit people and objects, (for example the light on scout is a street light) and you cant just turn off a street light off IRL.
and you don't wanna think if you can turn on or off a streetlight. you gotta build your visual not the environment. nobody sees that light behind the camera angle. nobody cares about that. build you picture. you can just put him in corner or dark. or maybe another volumetric. whatever you like.
http://steamcommunity.com/sharedfiles/filedetails/?id=876856533
However, I've set the shutter speed very low and moved the light around, so that SFM's motion blur samples render that one light from four different positions.
This isn't normally particularly practical (certainly not for an animation*), but it is a technique that can be used if you desperately need more lights.
* Perhaps not impossible though - this 360 degree lighting uses just one light:
https://www.youtube.com/watch?v=1lrytNG2EvU
Although this is very hastily done and shows flicker (because I couldn't be bothered to spend ages rendering it at high samples), I suspect that could be solved by adjusting settings.
* The video example is just spinning the light once per exposure with a very wide lighting angle (I don't have an exact number, but enough less than 180 degrees that the shadowmapping still worked), and then (slightly) cheating by not showing you a blind spot on the ceiling. Still, it'd be possible to fill in that dark spot with another light if you really needed, and doing complete spherical shadowed lighting with just 2 lights is pretty good as far as SFM is concerned.
Like I say, these are dirty hacks to be used in the event of a shortage of lights. They're not something I'd use as a standard approach.