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light_dynamic

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Light.png

light_dynamic is a point entity available in all Source Source games.

Class hierarchy
CDynamicLight
CBaseEntity
dynamiclight.cpp

It is an invisible light source that changes over time, casting dlights on brushes and elights on models. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except env_projectedtexture that can light up brushes in real-time (but it doesn't replace their original lighting).

An example Light_dynamic with different colors
Note.pngNote:This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.
Note.pngNote:For the light to work properly, the "Maximum distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, it is recommended to set the "Light brightness" keyvalue to either 6 or 8 as it typically looks best. Normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.
Note.pngNote:For the 2013 SDK this is limited to 32 lights on at any one time so use wisely.
Note.pngNote:For spotlights, it is recommended to use env_projectedtexture for more realistic and accurate dynamic lighting.
Icon-Bug.pngBug:Parented light_dynamic entities may not correctly light brushes; see the talk page.  [todo tested in ?]
Warning.pngWarning:Both dlight and elight can't shine throught portals in Portal Portal and Portal 2 Portal 2.
Warning.pngWarning:This entity reduces performance, especially with small luxel scale for lightmaps and custom appearance. For example, in Black Mesa Black Mesa (the mod version) sentry turrets are causing 30-40 frame rate drops in some areas.
Icon-Important.pngImportant:Xengine Xengine are using deferred lighting for this entity. Console commands (see below) and Flags does not work, unique inputs are also removed. Used for entities from Dynlightscript.txt. Use newLight_Point for omnidirectional dynamic lights in this engine branch.
Icon-Bug.pngBug:In Xengine Xengine, you can use omnidirectional light only, spot light is broken. Always use 0 value for Outer (fading) angle property for this entity. If you need dynamic spot light, use newLight_Spot entity. The bug example.

Limitations

  • This entity can't cast any shadows, which means it will shine thought world geometry, etc.
  • There is no greate dlight filtering.
  • No fall off settings.
  • Static props are not lit properly.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Entity to point at (target) <targetname>
The name of an entity in the map that the dynamic light will point at.
Light color (_light) <color255>
The RGB render color of the spotlight. Colors must be between 0 and 255.
Light brightness (brightness) <integer>
The intensity of the spotlight.
Inner (bright) angle (_inner_cone) <integer>
The angles of the inner spotlight beam. 0 makes it omnidirectional.
Outer (fading) angle (_cone) <integer>
The angles of the outer spotlight beam. 0 makes it omnidirectional.
Pitch (pitch) <integer>
Used instead of Pitch Yaw Roll's value for reasons unknown.
Maximum distance (distance) <float>
This is the distance that light is allowed to cast, in inches.
Spotlight end radius (spotlight_radius) <float>
This is the radius of the light, in inches, at the object that it is hitting.
Appearance (style) <choices>
Various Custom Appearance (see below) presets.
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif

Flags

Do not light world (better perf) : [1]
Do not light models : [2]
Add Displacement Alpha : [4]

Icon-Bug.pngBug:If enable - light source will be invisible in Black Mesa Black Mesa.

Subtract Displacement Alpha : [8]

Inputs

Color <color255>
Set the light's render color (R G B).
Note.pngNote:The only input that exists in Black Mesa version, although doesn't work.
brightness <integer>
Set the light brightness.
distance <float>
Set the maximum light distance.
_inner_cone <integer>
Set the inner (bright) angle.
_cone <integer>
Set the outer (fading) angle.
spotlight_radius <float>
Set the radius of the spotlight at the end point.
style <integer>
Change the lightstyle (see Appearance field for possible values).
TurnOn
Turn the light off.
TurnOff
Turn the light on.
Toggle
Toggle the light on/off.

Dedicated ConVars

Cvar/CommandParameters or default valueDescriptorEffect
r_dynamic1BoolEnable/disable dlight rendering, doesn't affect elight.
r_dynamiclighting1BoolEnable/disable dlight updating, doesn't affect elight.
r_maxdlights32IntegerSets the maximum amount of dynamic lights.
r_portal_use_dlights (only in Portal 2 Portal 2)0BoolEnable/disable dynamic lights from portals.

See also