NewLights_Spawner
Contents
NewLights_Spawner
is a point entity available in Black Mesa. This entity creates client side new lights over a given area when it appears and also after loading save. Created new lights removes if this entity is removed from level. Initially created to test new lighting system. For better understanding of this page - recommended at first familiarize yourself with new lights.
Warning:New lights use expensive gbuffer, that means that with this entity your scene rendering at least 5 times, which makes your level very expensive, considering that XenEngine uses 32-bit architecture and DirectX 9.5 rendering. In large quantities, new lights can greatly heat up your computer and also cause large FPS drops (depending on difficulty of your map and how your area open). Use wisely.
Represented by class CNewLightSpawner
.
Keyvalues
- Name
(targetname)
<targetname> - The name that other entities refer to this entity by.
- LightType
(LightType)
<choices> - Type of new lights that will create NewLights_Spawner.
- 0: Point Light
- 1: Spot Light
- NumLights
(NumLights)
<integer> - NumLights
Determines number of new lights that will spawn.
- NumLightsInRow
(NumLightsInRow)
<integer> - NumLightsInRow
Determines number of new lights that will spawn in every row.
- Range
(Range)
<float> - Range.
How far the light source illuminates. Measured in Hammer Units.
Important:It greatly affects optimization, less is better.
|
- Light Intensity
(Intensity)
<float> - RGB * Intensity.
Brightness of the light.
Note:With 0 will not draw, process and specular shader be disabled.
- RowSpaceing
(RowSpaceing)
<float> - RowSpaceing
Row spaceing.
- ColSpacing
(ColSpacing)
<float> - ColSpacing
Col spacing.
- RandomColor
(RandomColor)
<choices> - If yes - new lights will use random colors. If no - new lights will use chosen color.
- 0: No
- 1: Yes
- Light Color
(LightColor)
<color255> - This is the color of the light when random color is tunedOFF
- SpawnDir_Right
(SpawnDir_Right)
<vector> - SpawnDir_Right
Spawn dir right.
Inputs
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
newLight_Point
newLight_Spot
env_lensflare
newLight_Dir
newLights_settings
env_cascade_light
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xenengine)
Todo: Clean up english.