Source SDK

Source SDK

Skippero Jul 29, 2019 @ 6:52am
Making indoor Lightning(CS:GO)
How to do i make a smooth light indoor with almost no windows? i tried it with entity "light" and some settings but i get black squares on the walls or a complete black roof.
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Showing 1-9 of 9 comments
kronigen ⭕⃤ Jul 29, 2019 @ 7:43am 
try using light_env
Wazanator Jul 29, 2019 @ 5:59pm 
Originally posted by ᴋʀᴏɴɪɢᴇɴ:
try using light_env

light_environment only casts light from the skybox. So that will not help them.

TopHATTwaffle has a really good guide to lighting you should read https://www.tophattwaffle.com/lighting-tips-tricks-and-hints/
KinoFlo Jul 30, 2019 @ 1:09am 
Try toying around with the falloff. From my experience, linear falloff looks way more pleasant to the eye - especially indoors - compared to quadratic falloff. Note that in the real world light falls off quadratically, so linear falloff is not true to nature (but who cares)
KinoFlo Jul 30, 2019 @ 1:11am 
Also, a big plus is using diegetic light-sources, meaning that there is an actual physical source for the light (a lamp, a window, a screen, stuff that lights up) - the worst thing that often happens is when people simply place a light entity in rooms without thinking about where that light is actually coming from. When you just light up your rooms with no source it quickly starts looking like partial fullbright.
Skippero Jul 30, 2019 @ 2:34am 
Originally posted by Flow Ryan:
Also, a big plus is using diegetic light-sources, meaning that there is an actual physical source for the light (a lamp, a window, a screen, stuff that lights up) - the worst thing that often happens is when people simply place a light entity in rooms without thinking about where that light is actually coming from. When you just light up your rooms with no source it quickly starts looking like partial fullbright.
thanks for the help, i try to put more windows in my building. about the model, i have placed lamp models as "breakable" lights all over the map. The Falloff i used was "Constant Attenuation"
Skippero Jul 30, 2019 @ 6:14am 
I tried it but there still black squares. I think this squares are the shadows from the props i placed, but i have no idea why they so intense, because of the brightness from the light is low. The only "Errors" i get are

"can't solve quadratic for light 266.000000 266.000000"

"WARNING: Too many light styles on a face at (1619.750000, 2815.000000, 205.000000)" <-- This like 100 times
Last edited by Skippero; Jul 30, 2019 @ 6:14am
KinoFlo Jul 30, 2019 @ 6:49am 
Originally posted by Skippero:
I tried it but there still black squares. I think this squares are the shadows from the props i placed, but i have no idea why they so intense, because of the brightness from the light is low. The only "Errors" i get are

"can't solve quadratic for light 266.000000 266.000000"

"WARNING: Too many light styles on a face at (1619.750000, 2815.000000, 205.000000)" <-- This like 100 times

You need to understand how lights work in the source engine. You seemingly didn't read the guide suggested so let me give you a gist:
Source branches compile light in a special way that's similar to "baking" a light. Source looks at an object illuminated and goes through every possible light-situation for each object (this also included brushes by the way.)
So if you had two lights in a room that shine on a wall and you make them flicker, source looks at four states: no lights on, all lights on, only light 1 on, only light 2 on.
If you add another light with the same properties, source will have to compile manifold states, increasing exponentially with the number of your lights.
The key is to use as little lights as you can but use them damn effectively. I highly suggest you actually read the guide by tophattwaffle as he explains lights in source very well.
Skippero Jul 30, 2019 @ 7:12am 
Originally posted by Flow Ryan:
Originally posted by Skippero:
I tried it but there still black squares. I think this squares are the shadows from the props i placed, but i have no idea why they so intense, because of the brightness from the light is low. The only "Errors" i get are

"can't solve quadratic for light 266.000000 266.000000"

"WARNING: Too many light styles on a face at (1619.750000, 2815.000000, 205.000000)" <-- This like 100 times

You need to understand how lights work in the source engine. You seemingly didn't read the guide suggested so let me give you a gist:
Source branches compile light in a special way that's similar to "baking" a light. Source looks at an object illuminated and goes through every possible light-situation for each object (this also included brushes by the way.)
So if you had two lights in a room that shine on a wall and you make them flicker, source looks at four states: no lights on, all lights on, only light 1 on, only light 2 on.
If you add another light with the same properties, source will have to compile manifold states, increasing exponentially with the number of your lights.
The key is to use as little lights as you can but use them damn effectively. I highly suggest you actually read the guide by tophattwaffle as he explains lights in source very well.

ok thanks man i should read it, i don't read it before because i was to lazy to translate(I'am german) .....
KinoFlo Jul 31, 2019 @ 4:16am 
Originally posted by Skippero:
Originally posted by Flow Ryan:

You need to understand how lights work in the source engine. You seemingly didn't read the guide suggested so let me give you a gist:
Source branches compile light in a special way that's similar to "baking" a light. Source looks at an object illuminated and goes through every possible light-situation for each object (this also included brushes by the way.)
So if you had two lights in a room that shine on a wall and you make them flicker, source looks at four states: no lights on, all lights on, only light 1 on, only light 2 on.
If you add another light with the same properties, source will have to compile manifold states, increasing exponentially with the number of your lights.
The key is to use as little lights as you can but use them damn effectively. I highly suggest you actually read the guide by tophattwaffle as he explains lights in source very well.

ok thanks man i should read it, i don't read it before because i was to lazy to translate(I'am german) .....


Ich auch, aber es hilft wirklich.
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Date Posted: Jul 29, 2019 @ 6:52am
Posts: 9