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Creating Volumetric Lighting
Difficulty: Beginner
Category: CS:S > MappingAuthor(s): SGT_kick_ur_ass

Welcome to another one of my mapping tutorials. In this tutorial, I will be teaching you how to add Volumetric lighting to your maps.

What is Volumetric Light?

Volumetric light is a light source which is displayed in a geometrical shape. Throughout Half Life 2, we see many areas where there is light shining through a window, sort of like a light beam. An example of Volumetric lighting can be seen below:



Though very faint, you can clearly see the light shining through that hole in the roof. Today, I will be teaching you how to achieve the effect of light shining through a window, using 2 methods: Prop Based, and Brush Based.


Let's get Started!

Brush Based Volumetric Light


  1. Start off by opening up your map, or just quickly create a new one.




  2. Now, quickly add in some windows and a skybox. The light source is going to be in the skybox, and it is going to be shining in through the windows



  3. Now, go ahead and add the light source into the Skybox. I've gone ahead and added an env_sun and a light_environment, both pointing in the same direction. If you do not know how to use an env_sun, I recommend reading this tutorial.




  4. Now, create a brush covered in the Nodraw texture. This brush will be the light shining in from the window. Once, created, use the Texture Application Tool (Shift+A) and select the visible sides, and apply the effects/trainsky texture on the sides, and the models/effects/vol_light001 texture on the top and bottom. This will make it look less extreme. I'd recommend scaling the texture so that it looks better.


  5. NOTE: Using model textures on brushes usually causes errors, but in this case, it is perfectly fine to use it.



  6. Now, select the brush, and tie it to func_illusionary and change the following settings:


    • FX Amount: 150

    • Disable Receiving Shadows: Yes

    • Disable Shadows: Yes


    These settings will make it act like light, by not casting Shadows, and it will not collide with the player.



    That's it for creating Brush based Volumetric Lighting. Compile your map, and go test it out.




Prop Based Volumetric Lighting


  1. Start off by Opening up your map or quickly creating a new one. I've gone ahead and used the same map as before, I've just increased the size of the skybox to give some extra room because the model we're going to be using is large.




  2. Now, using the Entity Tool (Shift+E) place a prop_static entity into the room.




  3. Double click on the entity in the 3D view to bring up it's properties menu. Select the World Model Option, and browse for the model effects/vol_light.mdl.




  4. Make sure the model is angeled properly with the window so it looks more realistic.

  5. Now, open the properties menu for the prop, and change the following settings:


    • Collision: Not Solid

    • Disable Shadows: Yes



    Free Image Hosting at www.ImageShack.us

    With these settings, the prop will not collide with the player, and it will not cast any shadows, just like the brush based volumetric light we created earlier.

    You're done! Compile and test your newly made prop based volumetric lighting.

    Free Image Hosting at www.ImageShack.us

    Though the light is very faint, you can still see it shining through the window.

Thank you for reading my tutorial, if you have any questions, please do not hesitate to PM me or leave a comment.

Half Life Storm
Half Life Storm Studio

Example Map

-SGT_kick_ur_ass
Added: 10 months agoTags: light, volumetric, shine, windows
Creating Volumetric Lighting
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Total Views: 274,385 (2nd)
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Rating: 10.0/10
Skill Band: Expert (9.0 to 10)
Assessments: 5
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Page of 2   1 2 Next Page
FancySheep .
baaah | Y2M
Posted 24 days ago
Posted by SGT_kick_ur_ass

Posted by BushMan

alittle problem here, i used the propbased...(allthat), caus it looks better then brushbased.. but, it wasnt posible to make the propligth to the zise of the window,

the window had to be the zise of the ligth,

someone that know a way to fix that?


In this kind of situation, you should use the brush-based technique. The prop can be re-sized, but it would have to be recompiled.


yeah, try to at manny,(we'll see when i'm done xD)

tnx :)
:
Don't forget to thumb! | Y2M
Posted 30 days ago
Posted by BushMan

alittle problem here, i used the propbased...(allthat), caus it looks better then brushbased.. but, it wasnt posible to make the propligth to the zise of the window,

the window had to be the zise of the ligth,

someone that know a way to fix that?


In this kind of situation, you should use the brush-based technique. The prop can be re-sized, but it would have to be recompiled.
FancySheep .
baaah | Y2M
Posted 30 days ago


alittle problem here, i used the propbased...(allthat), caus it looks better then brushbased.. but, it wasnt posible to make the propligth to the zise of the window,

the window had to be the zise of the ligth,

someone that know a way to fix that?
CaiDunit .
Gatta' do it fo' the D-block y0! | Y2M
Posted 2 months ago
Amazing.
- Gatta' do it fo' the D-block y0!
:
Don't forget to thumb! | Y2M
Posted 4 months ago
Posted by Robot_Chicken

Where do i place the light shining brush? =] want to make sure


It should be in your window. The brush is the light, so place it at whatever angle you want.
Robot_Chicken .
Thumb Me Up Before You Go Go. | Y2M
Posted 4 months ago
Where do i place the light shining brush? =] want to make sure
Unitrix .
Mess with te best die like the rest | Y2M
Posted 5 months ago
How to make windows??
Craminator .
Map It Up! | Y2M
Posted 6 months ago
Great information to have, go sgt_kick.
Are you ever going to make a tutorial on jump pads, (like those seen in q3)
Assessment: [+] Approved - 10
ClanFever .
Banned | Y2M
Posted 7 months ago
Makes any map look awesome.
Assessment: [+] Approved - 10
- Banned
Pureevil616 .
Bananite | Y2M
Posted 8 months ago
Pros: Good examples, thoroughly explained, and you even threw a link in there to show where people could go to learn some of the more technical things in here. Plus some good screnshots of you doing this for those that don't like to read alot >_<
Cons: None
Improvements: None
Notes: This is probably one of the best tutorials I have seen yet.
Assessment: [+] Approved - 10
- Bananite
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