volumetric lighting? y/n in hl2?

F

f-c-m

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Will hl2 support volumetric lighting?....
(think how you can see the suns rays when in a dusty room...)
or more specificly.. how you can see the beams of light from nightclub lighting/lazer lighting when in a club w/ smoke etc.. )

Can this effect be achieved by some form in hl2?..

OR, if not, does anyone have any ideas on how to cheat this effect..

I Was thinking a process of making a cone brush that is attached to the light, and the texture is a gradient blue that gradually goes to 100% transparency.... and using a standard spot light for the illumination effect..


Would that work?

anyone done anything like this or know of any HL1 maps that have this effect in them that I could download the .bsp to look at?????
 
Originally posted by f-c-m

anyone done anything like this or know of any HL1 maps that have this effect in them that I could download the .bsp to look at?????

check out spirit of half-life, that has some things like what your after (a neat trick with creating shafts of light through bullet holes you create)
 
but really all of those are just faking it with the beam of light actually modeled. How about one where it actually lights up dust or smoke based on the local lighting. So if there's a smoke grenade say, then light will hit it volumetrically
 
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