hey m8, if you want some tips to get down to the nitty-gritty of advanced lighting in HPL2, feel free to read up on my shamelessly self promoted
tutorial on lighting. Real sexy lighting in HPL2 makes use of a combination of pointlights, spotlights, and billboards. Look at it this way while you design: don't make things work perfectly functionally (placing pointlights directly within a light source), instead scatter low-light, high-radius pointlights around in order to fool the player into
thinking it looks good. Here's an example of what I mean-
Those three lights may seem like overkill, but it simulates what would actually happen with a lamp like that in a large, otherwise dark room. It casts long shadows, and gradually fades out (The pointlight on the far right has a very low brightness and a radius of 8).
Now compare that to what it looks like with the lights removed and just using the entity light-
![[Image: JFT9cFH.jpg]](http://i.imgur.com/JFT9cFH.jpg)
That billboard is also one I placed, I just forgot to delete it for this picture. But you can see you always need to add your own lighting to supplement the lamp entities frictional supplies us- just remember, light never cuts off abruptly like it does with the entity lights, it always fades out gradually over a large distance!
Hope this helped and I wasn't just rambling like an old bastard