OK, what else can be done? Well, let's look at
what the entity menu (N key) has to say:
Non-displayed light entity.
-------- KEYS --------
light : value of light intensity (default 300).
_color : weighted RGB value of light color (default white
- 1 1 1).
target : point this to an target_position, info_null or
info_notnull to create a spotlight effect.
radius : sets radius of light cone for spotlights (default
64). Light must target a pointing entity.
-------- SPAWNFLAGS --------
LINEAR : light falloff will be linear instead of inverse
square of distance from source.
Hmmm, a target we can point the light entity at.
Cool!
Let's look at doing just that.
You can use target_position or info_null or info_notnull
to do this.
Unselect your light entity. Now right
click on a 2d window below the entity, pick Info, then
info null. Note always use info_null, or info_notnull
for this as they are not remembered by the game engine and target_positions
are, thus faster speed.
Now move the info null to where you want the light to
shine. For this one, the floor will work but you can point
it anywhere. Once that is done unselect it (esc key). Next select the light entity (shift left click on it) and repeat this with the
target_position. Now hold the
ctrl and press the K key so that the two of them will be linked together. It's important to select them in that
order.
Here are some pics with the same light entity and same light value (200) with different
settings.
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Texture light only |
Texture light plus a light entity linked to a info_null |
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Texture light plus a light entity
linked to a info_null with the linear box checked for the
light entity
Hmm seems the same as first one with the texture only. |
Texture light plus a light entity linked to a info_null also
a light entity with a 100 light value. |
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|

|
Texture
light plus a light entity linked to a info_null also
a light entity with a 100 light value.
I also added a light beam and changed the the shape of the brush with
the light texture on it. |
This is what it looks like in
the editor in the 3d view. |
As you can see, when you use a target for a light entity
you should increase the light value because the light is less
dramatic at a low setting. A combo of light sources
as in the second to last pic may be the way to go.
Testing is the only way to find out.
I do a lot of test lighting in a small box map then I know
what to do in the main map that I'm working on.
It takes less time to compile that
way.
Let's add a light entity to a model.
Click on light3 to load the next page.