Func_Illusionary

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Func_Illusionary

Postby Tutorial on Mon Jan 01, 2007 5:27 pm

category
General Half-Life 2/Entities

description
A quick look at what this entity is and how it can be applied.

keywords
func_illuisionary, func, illusion, illusionary.

In this tutorial I will tell you how to apply a func_illusionary brush into your map to be used as a light source.

First of all, what is a func_illusionary entity and what deos it do? A func_illusionary is an invisible brush that is textured on one side with a light texture to emit light in your map. It is only visible in hammer, and in-game the player would never know its even there. We can always use regular light entities, but how about somethign more complex? This is one of the effects func_illusionary can give off.

1. Make a room, and place an info_player_spawn in one of the corners, like so:

Image

2. Make a brush right below the ceiling of our room. 80x60x2 is a good size. Make sure to cover all the sides with the nodraw texture.

3. After that, open up the texture browser and type in "lights" without quotes. You'll see some that look like ordinary textures, while other are white squares. Most of the textures that came up give off their own light, with unique color and brightness.
The texture we are going to be using is "lights/white001". double click it and apply it to the bottom side of the sqaure we made. So far, it should look like this:

Image

4. Select the brush, right-click on it, and click tie-to-entity. Finally, make it func_illusionary. You'll now see a bunch of keyvalues, the only one we need to change is "render mode". click it and choose "dont render" at the bottom of the list. Press apply, then exit.

5. save, compile, and you should see something like this in-game:

Image

An invisible but still fantastic looking light source. You can always play around with the other light textures to get other effects.

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Postby EagleStrike on Tue Jan 02, 2007 7:01 pm

You haven't really explained the uses of the func illusionary. We may aswell use a normal light entity, as this gives the same effect. I know there's more you can do with it, but you should have explained it... By the way, nice windows setup, where ya get it? It's very dark... :)
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Postby slayera on Tue Jan 02, 2007 9:47 pm

One the best way to test out and see all the function of the func_illusionary is too make about map with 12 or 14 simple rooms or wall dividers then put a simple block in each one with all the different settings. Func_illusionary is a very powerful effects entity that is underused. Once you see all the effects I bet you will get all sorts of map ideas. One good one I like alot are floating maps or globes like Earth that are holographic.
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Postby wiggle987 on Tue Jan 02, 2007 11:01 pm

A good example would be the projector in office.
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Postby Hydra on Sun Jan 07, 2007 10:37 am

Yes I love func_illusionary and this technically doesn't explain enough. Another great use would be for things like hanging vines or cables. In fact, anything the player shouldn't get 'caught' or get stuck on. It's especially useful for things like hedges and you can even use it to make it feel like you're running in "deep" snow. Just create the func_illusionary a few units above the ground and texture the top of it w/ the snow or ground texture and it'll give off the effect that the snow is possibly ankle or knee deep. Don't get it too deep though or the player's view will sink below the upper plane(s) of the brush and it'll not be rendered since they're inside it (they'll be able to see everything as if it wasn't there).
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Postby Sauce on Mon Jul 30, 2007 7:30 am

func_illusionary is a legacy entity. It has been superseded by func_brush.
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Re:

Postby Zedsdeadbaby on Sun Aug 31, 2008 11:18 am

Sauce wrote:func_illusionary is a legacy entity. It has been superseded by func_brush.


It doesn't seem to work for me. I follow the instructions to the letter, but func_brush doesn't do anything at all. What's the modern equivalent way of doing this now? (Making a brush emit light)
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Re:

Postby Lemon Bottle on Sun Aug 02, 2009 4:24 pm

Hydra wrote:you can even use it to make it feel like you're running in "deep" snow. Just create the func_illusionary a few units above the ground and texture the top of it w/ the snow or ground texture and it'll give off the effect that the snow is possibly ankle or knee deep. Don't get it too deep though or the player's view will sink below the upper plane(s) of the brush and it'll not be rendered since they're inside it (they'll be able to see everything as if it wasn't there).


You can do this and make it look tons better by using a displacement (real snow isn't flat) and making it nonsolid.
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