View Full Version : LIGHTS and LAMPS

08-20-2009, 06:47 AM
Hi you guys :)
in the last couple of days i've been working hard on finishing modeling all of these following lights and lamps. I thought this might be something that many mappers could need. So this is why i'm posting in here. Before i go on and uv, texture and compile all of these i wanted to ask you guys which light sources fit in the tf2-universe and which don't. I did a render with and without colors so you can choose on which screenshot you wanna base your choice.

It would be really cool, if you guys could just post your thoughts on the models - which ones are DO (would look nice in the tf2-universe) or DON'T (would look ouf of place in any tf2-map) for you ? You could just post and say:
7 and 17 look out of place for example :)

On another note, it would be really cool if you had further light source suggestions - maybe more lanterns for "mine scenarios" or whatever floats your boat. So if you have an idea for more lamps/lights (walls, floors, ceilings) just go ahead and post pictures of them. I just want to make sure this time i'm getting the models done together and not have to start over and over again :)

Your feedback would be really really helpful for me!!!




08-20-2009, 07:12 AM
1, 6, 10, 13, 14, 16, 19, 21, 23, 26 = Ones I would consider to use.
The rest are either already in the game basically (7,8 & 3,4) or just not appealing to me.

Good job either way, it's an impressive collection :)

08-20-2009, 08:58 AM
look good mostly. i might find a use for number 25 and 10.
i think that the texturing doesn't really feel quite right compared to what we already have in tf2.
the light "bulbs" or equivalent on all of them look like solid plastic to me, instead of translucent material
did you base these off the lights in spore's vehicle editor?

08-20-2009, 09:33 AM
All of those look great!

EDIT: It looks like the "lights" menu when you build a spaceship in spore :O

08-21-2009, 02:27 AM
@ Ravidge: thx so much, that was exactly the feedback i was looking for !

@Ezekel: these are not textured, yet. like i wrote, i wanted to get your feedback first, so i know which one you guys would use and the rest will just stay untextured as it is now. it's just solid colors assigned :)

Again, if you guys have other light suggestions, keep them posted in here, i'd be glad to model them after your reference pics and include them in the model pack

Spore ? while i know the game from videos i've never seen these editors you're talking about. any comparison screens for me check ?

08-21-2009, 02:31 AM
I don't see any of them as bad. I would use any of these in a heartbeat, especially 19.

Sgt Frag
08-21-2009, 01:54 PM
I don't think 11,12 and 26 really fit. 13 is boring. 25, mm, maybe, maybe too art deco. 24 might be a little art deco too.

7 doesn't look out of place imo. 17 I think could be a spytechy spot light, if not make something in that shape that looks more like 5 and 6, I like the angle of it, could make for cool lighting.

19 looks more like a speaker. (which could be useful)

I like 21 better than 22.

Nice pack to offer!

08-21-2009, 08:11 PM
They look good, maybe a bit too plasticy though. How about a round truck headlamp sitting on top of a battery I think that would make a unique light

08-22-2009, 01:14 PM
@ Sgt Frag: thanks a ton - it's good to see, i often had similar feelings about certain models, but just needed a second opinion to get it in my head :)

@Vigilante212: they're not textured yet, that's why they are all equally lit and material like

if you give me a picture for your suggestion, i'd be glad to have a deeper look into it :D

@ everyone else: still feel free to post light model suggestions, if you think i'm totally missing out on some more lightsource variations

08-22-2009, 03:23 PM
k ill look around

08-22-2009, 03:33 PM
I couldnt find much, but this will give a general idea of what I mean. Nothing this fancy or new of course. And make it longer in the back. then have it sitting ontop of the battery in pic 2 with simple wires to the terminals.



I came across this one also looks alot like number 5 but unique

08-22-2009, 03:47 PM
These all look amazing. I'd use any of them given the chance/appropriate theme.

2 and 4 look a bit odd. They look nice, but i would probably favor another light over those two. Like 3.

1 would be nicer i think if it didn't have that sideways gaurd. Like a long version of 22.

8 would look less submarine-y without the bolts. But then i guess it would be just like the current official TF2 version of this light.

I probably wouldn't use 25, but it does look nice.

Number 7 would look nice with a single gaurd over it. Vertical or horizontal. Like 9 without the vertical gaurds. But the gaurd shouldn't be round like a wire like most of your guards. More like a 2mm wide by 20mm thick sorta like: http://www.autochamp.co.th/2008/Product/510328120437.jpg

08-23-2009, 04:49 AM
Vigilante212, i'm definately making the 2nd light. i didn't really get the first one, though. sounds rather complicated to me :D

thanks, grazr ! very precious feedback you gave. especially with the guard suggestions. i'll keep that in mind !

edit: kk, finished the suggestion from Vigilante212. i really like it from the looks. i'll definately include it in the pack.


08-23-2009, 08:13 AM
I have some ideas.





Like any of those?

08-23-2009, 08:18 AM
i really do like the first one with its holding thing, if it's made a bit more cartoony.

the other three are a bit too complex and decadent for my taste. i really wanted to make sure the lights could be place in a typical tf2map without a special setting.
you know what i mean ? the tf2lamps are very downtoearth and not that sophisticated.

edit: kk, did compile a first test lamp there and tried several texture variations. the left and right version have these rounded light blobs painted in - i don't know if that fits too well with the tf2-stuff - i tend to get rid of the light blobs ^^ and the right one also has some scratches on the outside. what do you guys think ?


08-23-2009, 11:09 AM
The scraches look good, but i doubt anyone will notice the lightbulbs inside from a distance or even when lit.

08-23-2009, 02:01 PM
yeh, you're absolutely right. it's only visible from special angles - took some time, till i had them on the screenshot, actually :D
so i guess, i'll go with and without scratches and maybe 2 color versions.
thanks so much for your frequent replies, Vigilante212 !

08-24-2009, 03:08 PM
Fantastic selection of light models there and would use quite a few of them myself..

1 thing i would love to see is street lamps with matching wall lamps like the 3D pic below


http://img.diytrade.com/cdimg/869890/8562602/0/1238922897/Recessed_modular_fluorescent_fitting_t8_recessed_l ight_fixture_grid_troffer.jpg

could even go as far as a garden light just for extra detail



but without the solar on the top bit like a light stick
dunno if it would suit TF2 but would love to see more Lights + Lamps

more light models there better ;)

08-24-2009, 03:12 PM
What about giving #26 red and blu skins where the brown skin is? Excuse me if it's already been brought up.

08-24-2009, 03:30 PM
@SiniStarR: nothing's final so far ! it's just colors at the moment and i'll definately be doing some skin variations - 3 right from the start, so nobody asks if its possible to include more :D
but not for every lamp. i looked up the tf2-lights for reference ;)

hey, MadMax, some 1 or 2 good refpics, i'll have another look at and try to incorporate in the tf2 world. i'm all for some more lanterns i just think it's quite tricky to really match the tf2-style on them

on top of these wall lights i have some standing and hanging lights as well, just didn't find time to render them. here's a sneak for the standing stuff:


08-24-2009, 03:36 PM
ah nice 1 Acumen they look well cool, yea i was unsure about the street lights fitting into tf2 theme but im sure you will find a way :)

08-24-2009, 03:56 PM
It's a good idea to focus on point/globe lights rather than bar-type or flat-panel lights, in order to be able to decorate them with point_spotlight.

08-26-2009, 06:26 AM
You know what would be really cool? Wouldn't really fit the TF2 theme but would fit with the time period...Lava lamps. A red and a blue one. I suppose you'd have to animate it though, not sure how time consuming that would be.

I threw together something. I'm still getting used to modo and havn't figured out how to get stuff into tf2 (otherwise I would make this myself) and if the materials I used in modo like the glass will work in tf2. But here's an idea:


08-26-2009, 10:59 AM
you know what, these were especially my thoughts on lava lamps :D

wouldn't it be cool to have that sort of gimmick ?
-->it wouldn't really fit the TF2 theme but would fit with the time period

Would look nice ingame with a cool shader on it, right ?
--> I suppose you'd have to animate it though

....Man, that'd be time consuming :D

so, for myself i deleted the lava lamps from my list, for now, i'm sry :/

your model looks cool, though. don't know if the polycount would be reasonable for tf2, though - looks very round !! ^^

08-26-2009, 06:24 PM
The lamp itself is only 50 polygons, not sure how many triangles that would be. The globs of...oily stuff is what bumps it up. They have 864 polygons. You'd need to simplify them down if you wanted to put it in tf2 for such a small prop.

08-26-2009, 08:04 PM
Just an idea, not sure if it's possible with .mdl files... Fake the globs by prerendering them and making an animated texture.

Inside the glass is a single trapezoidal texture which always orients (along the vertical axis) to face the viewer. That texture is just a little 2D animation of globs going up and down, with transparency.

08-27-2009, 07:04 AM
That could work but I have no idea how to get the base model into TF2, let alone make an animated sprite to go inside.
Oh, and somehow I don't think the glass would work...

08-27-2009, 11:02 AM
i really don't know why you are worrying about the glass so much :D
that's the easiest part, i'd say.

i wanna see a wireframe of these 50 polygons :P

08-27-2009, 06:45 PM

And without the globs:


If you're wondering why the top is slightly rounded thats because of Modo's subdivide feature which you can turn on for rendering or turn off to make more blocky things. Only the top had it on, (I didn't realise, must have pressed TAB accedently) but it really makes no difference in looks :P

08-27-2009, 07:19 PM
I know it's a bit off topic, but what's your process for the metal texture? I've been trying to get it to look good like that.

08-27-2009, 09:22 PM
I can't get the paraffin blobs to act like the real ones. I'm sure someone's done a dissertation on the subject. Getting the light up from the lower lamp and out through the bottom-blob is probably related to whatever setting is also necessary to get light to shine through the glass and hit the wall.


Lord Ned
08-29-2009, 05:16 PM
I dunno where you at but I think the lights would work pretty well with a simple AO map and have that set to Multiply over some simple base textures.

09-03-2009, 01:36 PM
kk, did some testcompiles with a few more lights.
i think the scale is something that's very important on these models. maybe i have to bug a mapper later on in development to help me with proper scaling :/
while playing around in hammer, i thought, why not turn that red light upside down ;)
anyways, there's a long way to go...i'll keep you updated - whether or not you want to :D


09-07-2009, 02:02 PM
added three more lights :)
apart from the scaling issues i'm not so sure which ones need three skins and which not - gotta figure that out in the end.


09-07-2009, 06:36 PM
I like the top ones, could see myself using them a lot.

09-07-2009, 07:17 PM
the triangular ones look great on the floor, those would be perfect for catwalks and such. Nice job btw.

09-11-2009, 10:40 AM
thanks guys. i also like the top ones the most so far :)
worked on a floor lamp, need to go over the uv/texture again, though


09-11-2009, 10:53 AM
Great work Acumen!

09-11-2009, 10:53 AM
lol do i see crappy potatos?

09-11-2009, 01:33 PM
thanks Washipato

SiniStarR, yus ! that's my testmap for all of the models i compile every other day.
the awesome blue brushwork is submarine replacement geometry btw :D :D

09-11-2009, 03:15 PM
The floor ones will be used alot as there are almost no floorlights in TF2, am I right? Awesome work on all tho, apart form floorthing I like the red/blue/brown catwalk used thingie seen in both pics

09-13-2009, 03:17 AM
thanks a lot Westerhound !

here's another one i did. do you guys think i should also make a taller version of this ? like the same height, as the other standing light ?


09-13-2009, 06:12 AM
Very nice work you've got going on here. I think those are a good height as is.

Have you ever considered making a lamppost? Perhaps something like this:

Or maybe this:

09-13-2009, 06:23 AM
yeh, definately wanted to do something like on your first pic, but didn't find anything that fitted the tf2ones that already exist - so thanks a lot for your first picture, that'll be made !

09-14-2009, 10:22 AM
Woah - I need number 1 for what I'm working on now, actually. Does it come in red and blu flavors?

09-14-2009, 12:56 PM
Wouldn't it be awesome if there was a "hueshift" property on prop_dynamic? You could make pretty much anything RED/BLU-appropriate. (Well, side from the rectangular/irregular geometry styles.)

09-17-2009, 02:52 PM
Some more of them - forgot to post the first row ^^



09-18-2009, 02:45 PM
another one :)
my stolen light entity setup somehow looks different after every compile :D
now it's shiny again - at least for the moment


09-18-2009, 03:27 PM
Release release release D:

09-18-2009, 04:56 PM
The last ones look really nice, DO WANT! The first new pic (during last 3 days) of the strecthed circles or whatever youd call that shape are nice too, tho the square ones in the second pic are bit boring, as they look almost like normal brushwork :/ No idea how youd make it look les brushy, and maybe its just me anyway :/ However if you release a pack of 20-30 lamps a few boring ones wont matter :P

E: looking at my old post, I meant to just say positive things, ended up saying something bad about the catwalk lamps tho somehow, but ignore my sucky engish and take it as a positive thing :p

09-18-2009, 05:23 PM
I would like to chime in that (as with almost all models) grey or neutral versions of each skin would be greatly appreciated.

In many cases they're a cinch to create once you have the others, and a pain to go without... They make it a lot easier to detail "The Central Building"-type areas for symmetric maps.

09-20-2009, 05:39 AM
hope to release soon, i thought i should not confuse you people with lots and lots of tiny little releases :)

@Westerhound: yeh, i don't think i'll include the square ones in this pack, because they look indeed rather out of place and boring ^^

@Terr_: mehmehmeh, neutral skin......okokok, will be done in the end ;)
skin variations out of my ear :D

here goes the newest addition: on this one i did the three desired skin variations and tried the texturing style that can be found on the original siren-model. think it fits quite well with this model :)


09-20-2009, 06:12 AM
Fancy, but why green and not yellow or something O_o

09-20-2009, 06:15 AM
i don't know :D
can add a yellow/orange one, if you think that'd be better ^^

edit: added orange texture just for you :D

finisched another model - will be last for today. i think i'll skip that ingame pic stuff, since i can't present the lights in their full ingame beauty - really starting to like that siren texture style, though ;)


09-21-2009, 01:39 AM
Looking great, those are definately getting used in my map. Also, could you possibly leave one or two skin slots open? For any skinners out there?

09-21-2009, 02:37 AM
Also, could you possibly leave one or two skin slots open? For any skinners out there?
Huh? How does that work? I didn't think there was any way to add a custom skin to an already-released model without basically decompiling it and remaking it.

09-21-2009, 02:42 AM
It is official: I am boycotting these light models. They will clearly divide up the TF2maps.net community into various subsections waging war amongst each other because of which lights are the best.

Also its taking way too long and I wanna use these lights! D:

09-21-2009, 03:11 AM
Huh? How does that work? I didn't think there was any way to add a custom skin to an already-released model without basically decompiling it and remaking it.

That's the point. Have one or two skin slots pointing to non-existant files, so that a skinner can fill them in with whatever they want (ie, a purple skin, or a flouro pulsating skin, as a spy detector (we are assuming all spies are prone to seizures))

09-21-2009, 03:22 AM
Uhm. Is it even possible to have an already-compiled model pull in skin textures from an external file? I was under the impression that when compiled the MDL file contains it's own skins, internally.

09-21-2009, 11:18 AM
shhh, Magical Potato, you make me blush :)
but in all seriousness, thanks so much, that really makes me wanna work even harder to get this done soon ! but it's a long way to go with all the rest of the lights ;)

i'm not too fond on the empty skin slot stuff, since people might think, there was an unintentional missing file or whatnot. these people who like to add stuff, will know how to do so, anyways, i think :)

09-21-2009, 11:35 AM
release it soon plz i like lights

09-21-2009, 11:37 AM
It is official: I am boycotting these light models. They will clearly divide up the TF2maps.net community into various subsections waging war amongst each other because of which lights are the best.

Also its taking way too long and I wanna use these lights! D:

I'm joining this boycott! fly me to your house so i can see the source files and have my worries disspelled!

In other news: I like the white skin for the latest (half-domed) set but the other skins lack a 'metallic' feel to them.

09-22-2009, 08:18 AM
It is official: I am boycotting these light models. They will clearly divide up the TF2maps.net community into various subsections waging war amongst each other because of which lights are the best.

Also its taking way too long and I wanna use these lights! D:
They'll be done when their done stop being unappreciative. He is doing this on his own time you know...

09-22-2009, 12:58 PM
hm, yeh the lack of the metallic feel for it, was there from the beginning, imo. which is because i based my textures on the tf2-groundlight, which has very little detail or material definition, imo. so from that on i build up pretty much all of my lights so far. and with every new light i changed some tiny bitsy things but i think the overall look won't change too much in the end, i'm sry :/

SiniStarR, i think he was just goofing around a bit :)

09-22-2009, 04:14 PM
SiniStarR, i think he was just goofing around a bit :)[/QUOTE]

nay it was serious buisness :blushing:

09-24-2009, 12:31 AM
18 and 26 are hawt

09-24-2009, 01:21 AM
18 and 26 are hawt

They're halogen?

09-26-2009, 02:51 AM
I'd have use for all of them but I'd say 3 and 4 are my favourites [Really need red/green lights] 26 would be cool vertically.

17, 24, 25 are very nice and unique. Again, I'd use all of them though [capped atm]

09-26-2009, 05:54 AM
Some more possible options you can make


This one is close to one you already have but might suit more places.




09-29-2009, 11:39 AM
I really want these now :(

09-29-2009, 09:17 PM
These need to get done, for great justice.

10-04-2009, 06:48 AM
hey guys, thanks for all your recent feedback. been having less time, because of gf complaining ;)


and another one - complaining gf took a nap :D


10-11-2009, 07:29 AM
a bit overdone with the edgy texturing (looks like camouflage :D), going to revisit this next weekend :)


The Political Gamer
10-11-2009, 08:04 AM
Wow these are some really nice lights.

10-11-2009, 02:41 PM
For that last set of "capped" lights, there may be some interesting things folks can do using small blocklight brushes to emulate the "shape" of the light that comes out.

10-11-2009, 06:33 PM
Would it be possible to make the collision hulls just the solid sections? That way light would shine straight through the glass bits, and create these great effects.

10-11-2009, 07:49 PM
The only problem is that then you'd need to position your lights really precisely inside a "hollowed" model... I don't suppose there's a way to make a blocklight brush that only blocks light from a given source? (If even possible it might make you *name* the light, which is definitely going down a certain path with good intentions.)

10-11-2009, 08:02 PM
Wait, couldn't you just have 2 seperate textures referenced, one being the outer section and the other being the glass texture, with the same properties as light001?

11-05-2009, 07:46 AM
Let me download them now! they all look great, I think you just have to use them in context.

11-05-2009, 08:19 PM
Looking forward to using these! Thank you very much for your efforts!

11-06-2009, 11:11 AM
Great collection! I'm waiting to see more models, sometime :)

11-15-2009, 11:43 AM
I decided to release the first round of light models, so i can kinda make a first cut for now.
I already scrapped some models i showed here, that weren't too useful, in my or your opinion :)
So now it's really up to you guys. Go on, download and test (size, collision box, texture usage, whatever comes to your mind) and then post here, so i can revisit the models. mostly it's the scale that might not fit your taste, at least i get the impression that i tend to make models bigger than the should be.
Especially the last couple of models are rather stupid considering the amount of skins, so just tell me which should go away and which can be useful. I'm open for every crits




11-15-2009, 12:25 PM
Awesome! thankyou!

can you please organize them by folder in the download though?

11-15-2009, 12:28 PM
how you mean by folder?
each light in its own folder ?

11-15-2009, 12:31 PM
In the zipped file, start with the tf folder. then you have material/models. then from there the subcategories. custom_models and lights. This is how I've seen most model downloads do it anyway. It is helpful in this format.

11-15-2009, 12:34 PM
When did the blu team become the purple team? D: That blue is waaaaay off

11-15-2009, 12:36 PM
you mean like this here ?

Youme: great you tell me this not soooo important color scheme thing now :D
i based the blue color on the groundlight001-texture. do you think it should better be based on spotlight001 and wallight001-blue ? like on the diagonal light in the second row ?

11-15-2009, 12:45 PM
What I meant was making it easily distinguishable which file goes where, by actually placing the folders in the .rar file. So when you open the .rar file. You see the "tf" folder. and when you open that, you see the "materials" and "models" folder. Currently how you have it, I don't know how to extract it properly .

Also, lights 10, 14, 15,20, 21, 22, 22_long, 25, 26,27 don't have texture in the model viewer window, but appear fine with colors once you place them in the world.

Thanks again for these great lights :D

11-15-2009, 12:53 PM
ah, oke :)
thanks for that. never knew how to make it properly organized :D
weird with the textures. did doublecheck them in the model viewer. do you maybe happen to know how that can be fixed ?

is that better, Youme ? maybe do this blue skin and then unpurple the purple and use it as a neutral grey ?


11-15-2009, 03:20 PM
That looks much better, but you missed one. The third set of lights on the top row are purple and red. Make it blue.

11-15-2009, 04:03 PM
yah it's just color correction right now. the actual textures are still there ^^
great that now all of a sudden the color is wrong :D
you people could have told me ages ago and i would've changed it in a minute :D

11-16-2009, 06:08 AM
FREAKIN SEXY! I can't wait to use these.

11-16-2009, 02:06 PM
<predictableWhiningBasedSolelyOnExamplePhoto>Do they all have a neutral-color skin?</predictableWhiningBasedSolelyOnExamplePhoto>

But really, very thexy.

11-16-2009, 02:48 PM
yar, you're right, you're right, as always :D
since people said the blue is not blue i'll revisit and make a fitting neutral skin in the following :)

11-19-2009, 01:17 PM
sooo, i updated the textures again. every model has now a neutral version and a not so purple blue version. also i removed the 100's variations of the last lamp model.
NEW Download:


11-19-2009, 05:18 PM
Hallelujah! I have seen the light!

11-19-2009, 06:08 PM
Very cool, Installing these~

11-29-2009, 06:27 AM
Just saw this after reading your sig -- YES! THEY ARRIVE!

11-29-2009, 06:46 AM
I got them a while ago and have to say i have found them very useful :D

11-29-2009, 01:58 PM
Looks awesome. I might just use that.

11-29-2009, 02:49 PM
Amazing work! One thing TF2's art assets have been severely lacking in is a good variety of lighting props. Between the crude recolor of HL2's lights and the oddly-sized lamps which don't fit well with map geometry, these are a Godsend.

Many thanks!

12-12-2009, 12:56 AM
Awesome, Could you update the release page to show it as the download?

12-12-2009, 03:02 AM
oh, sure.
i just forgot about that feature with my first releases.