02 December 2010

Lighting Compile Options

by Timothy 'YM' Johnson @Nodraw.net

Today I’m going to discuss the lighting conventions of source. Source has been evolving steadily since Half Life 2, with the introduction of HDR with Episode 1 and then per-vertex lighting for static props and shadowing textures with the Orange Box. These new methods for calculating lighting at compile time have become the standard for source, everything produced since the Orange Box uses them.

Unfortunately the improved lighting introduced with the Orange Box was not added to hammer’s default compile settings, even as options, so we must add them ourselves. That means we need to know what they are and what they do. There are three options that we’re going to look at today, texture shadows, per vertex lighting for static props, and exact outline shadow casting for static props. So what exactly do they do? Read more ...

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