If you want to spawn all of the possible light types in a scene, your best bet is to have a template file with all four of the lighting types available.You can then duplicate these lights and reuse them all over your scene. If you want to modify a light recorded from the previous steps (such as the sun light,) you will want to add an animation set for it by clicking the Add button ( ), clicking Create Animation Set(s) for Existing Element(s), and choosing the recorded light you want to modify.So, it's recommended that you use lights from the map (referred to as "Game Lights" or "Map Lights") that already exist in your scene, or add lights manually with the following processes: However, for Half-Life: Alyx, almost all the rendering techniques used in-game are incompatible with these lights (referred to as "SFM Lights"), and there's some other shading issues with them. If you're an S1FM user, you may be used to spawning lights by right-clicking the animset viewer and adding lights that way, and that still functions in Source 2. hlvr_addons/mod_name/maps) then use the command addon_tools_map map_name If it is a map from the workshop game or inside of a addon folder (i.e.hlvr/maps) then use the command map map_name If it is a map from the retail game or inside of a game folder (i.e.Open the VConsole (by pressing ~) Depending on what kind of map this is, there is one of two console commands you may need to use to load it: However, for this setup, we are going to take an extra step. Like Source 1, when you want to load a map in SFM, you Right-Click the Viewport->Set Session Map. It's still the same old console, and you can still run all your favorite commands through it, In Source 2, this comes in the form of the VConsole, which is a separate program entirely and allows you to run console commands separated from the engine, among other new features. In short, press the ~ key on your keyboard, and it will open the console. If you're only familiar with the Source 1 Filmmaker, you may not know how the console works.
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