light_spot
class hierarchy |
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CLight defined in lights.cpp
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light_spot
is a point entity available in all Source games. It is a cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.
Note:When using this entity it is often necessary to turn the brightness value up significantly for the effects of the light to be visible compared to other lighting entities. Values of 3000-4000 are sometimes necessary for light sources like streetlights.
Contents
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Important:Naming a static light radically changes its behavior. See Naming Lights for details.
- Entity to point at
(target)
<targetname> - The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
- Inner (bright) angle
(_inner_cone)
<integer> - The angles of the inner spotlight beam.Note:Values larger than 90 are clamped to 90; this can be circumvented with custom RAD compiler, but lighting may behave unexpectedly.
- Outer (fading) angle
(_cone)
<integer> - The angles of the outer spotlight beam.Note:Values larger than 90 are clamped to 90; this can be circumvented with custom RAD compiler, but lighting may behave unexpectedly.
- Focus
(_exponent)
<integer> - Changes the distance between the umbra and penumbra cone. (higher values make the edge of the light more blurred.Tip:When increasing the Focus value to for example 5 you can use the spotlight as a directional fill light.
- Maximum distance
(_distance)
<integer> - This is the distance that light is allowed to cast, in inches. Non-functional in Source 2013 and later, use 50 and 0 percent falloff instead.
- Pitch
(pitch)
<integer> - Used instead of Pitch Yaw Roll's value for reasons unknown.
- Bug:Pitch has unexpected behavior if the
light_spot
is inside of a rotated instance. This is solved by collapsing the instance, or by using the "Entity to point at" keyvalue.
Light:
- Brightness
(_light)
<color255 + int> - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness will cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole.
- BrightnessHDR
(_lightHDR)
<color255 + int> - Brightness override used in HDR mode. Default is
-1 -1 -1 1
, which means no change. - Warning:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
- BrightnessScaleHDR
(_lightHDRscale)
<float> - A simple intensity multiplier used when compiling HDR lighting.
- Appearance
(style)
<choices> - Various Custom Appearance presets.
- Warning:Using this parameter near displacements reduces performance!
Light Appearances Literal Value Description Sequence Preview 0 Normal m
10 Fluorescent flicker mmamammmmammamamaaamammma
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj
1 Flicker A mmnmmommommnonmmonqnmmo
6 Flicker B nmonqnmomnmomomno
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
4 Fast strobe mamamamamama
9 Slow strobe aaaaaaaazzzzzzzz
12 !FGD Underwater light mutation mmnnmmnnnmmnn
- Custom Appearance
(pattern)
<string> - A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity. Applies only to lights with a targetname.
- Constant
(_constant_attn)
<float>
- Linear
(_linear_attn)
<float>
- Quadratic
(_quadratic_attn)
<float> - These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
- 50 percent falloff distance
(_fifty_percent_distance))
<string>
- 0 percent falloff distance
(_zero_percent_distance)
<string> - Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Bug:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
- Hard falloff
(_hardfalloff)
<boolean> - Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
- Cast entity shadows
(_castentityshadow)
<boolean> (in all games since ) (also in ) - Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also
shadow_control
. - Note:This keyvalue may not be available in some FGDs.
- Shadow cast offset
(_shadoworiginoffset)
<vector> (in all games since ) - A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default
0 0 0
. - Note:This keyvalue may not be available in some FGDs.
Flags
- [
1
] : Initially dark
Spawns with the light turned off, so a light switch or similar can turn it on.
Inputs
TurnOn
- Turn the light on.
TurnOff
- The the light off.
Toggle
- Toggle the light's current state.
SetPattern
<string>- Set a custom pattern of light brightness for this light. If the Light is off, then this input appears to turn it on.
FadeToPattern
<string>- Fades from first value in old pattern, to first value in the new given pattern. If the Light is off, then this input appears to turn it on.
See also
- light and point_spotlight
- light_deferred
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Tool textures (for Block light)