How to tell light_spot not to cast light on player/portalgun
Quote from ChickenMobile on May 29, 2011, 12:51 amLight_spot's are environmental lighting and will light everything that it comes contact with (as it is part of the VRAD compiling). I would suggest that if you don't want the player to be lighted, use an light_dynamic and tick the flag that says 'Do not light models'. If you want to turn this light on and off, you can add an output to do so.
Dynamic lights are actually pretty much a nuisance to set-up so I made a prefab which you can download here. Remember that the yellow circle around the dynamic light is to tell which is the furthest distance you will be able to see the light and the other value is how big the spot will appear on the wall is.
The other entity, point_spotlight, is to just give a light-glowing-effect as it acts like a sprite.Another alternate is to mimic the look of a light by inserting a env_sprite, point_spotlight or an env_lightglow onto your light or light-source. So it looks like it is emitting light, but it really isn't.
Light_spot's are environmental lighting and will light everything that it comes contact with (as it is part of the VRAD compiling). I would suggest that if you don't want the player to be lighted, use an light_dynamic and tick the flag that says 'Do not light models'. If you want to turn this light on and off, you can add an output to do so.
Dynamic lights are actually pretty much a nuisance to set-up so I made a prefab which you can download here. Remember that the yellow circle around the dynamic light is to tell which is the furthest distance you will be able to see the light and the other value is how big the spot will appear on the wall is.
The other entity, point_spotlight, is to just give a light-glowing-effect as it acts like a sprite.
Another alternate is to mimic the look of a light by inserting a env_sprite, point_spotlight or an env_lightglow onto your light or light-source. So it looks like it is emitting light, but it really isn't.
