Fr/Creating a dynamic light: Difference between revisions
< Fr
Jump to navigation
Jump to search
No edit summary |
m (obsolete language category) |
||
(6 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
Entités points disponible pour tous les jeux Source. | |||
Source permet de créer des lumières dynamiques, dans ce cas les lightmaps ne sont plus utilisés, les ombrages des | Source permet de créer des lumières dynamiques, dans ce cas les ''lightmaps'' ne sont plus utilisés, les ombrages des props (objets) et des brush (blocs) créent des ombres dynamiques. | ||
Les lumières dynamiques | Les lumières dynamiques demandent beaucoup de ressources matérielles. | ||
==Description de l' | ==Description de l'entité light_dynamic== | ||
Source lumineuse émettant de la lumière en temps réel, et capable de | Source lumineuse émettant de la lumière en temps réel, et capable de bouger. Peut être allumé ou éteint avec des ''triggers''. | ||
Source dispose de 2 | Source dispose de 2 entités de lumière dynamique : | ||
* | * {{L|Light_dynamic}} | ||
* Point_spotlight en mode dynamique | * {{L|Point_spotlight}} en mode dynamique | ||
{{note|Cette entité est actuellement constituée de deux lumières; certaines valeurs peuvent donc en affecter qu'une seule des deux.}} | |||
{{note| | |||
{{note|For the light to work properly the "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, the "brightness" keyvalue should be either 6 or 8, 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|For the light to work properly the "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, the "brightness" keyvalue should be either 6 or 8, 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.}} | ||
* | * Voir aussi {{L|Lighting|Eclairage}} et les [[List_of_entities#Light_Entities|entités d'éclairage]] | ||
==Keyvalues== | ==Keyvalues== | ||
Line 93: | Line 86: | ||
: Toggle the light on/off. | : Toggle the light on/off. | ||
{{ACategory|Lighting System}} | |||
[[Category:French]] | [[Category:French]] |
Latest revision as of 03:30, 22 August 2024
Entités points disponible pour tous les jeux Source.
Source permet de créer des lumières dynamiques, dans ce cas les lightmaps ne sont plus utilisés, les ombrages des props (objets) et des brush (blocs) créent des ombres dynamiques. Les lumières dynamiques demandent beaucoup de ressources matérielles.
Description de l'entité light_dynamic
Source lumineuse émettant de la lumière en temps réel, et capable de bouger. Peut être allumé ou éteint avec des triggers.
Source dispose de 2 entités de lumière dynamique :
- Point_spotlight en mode dynamique


- Voir aussi Eclairage et les entités d'éclairage
Keyvalues
Note:Keyvalue/Targetname needs translation to Fr
- Pitch Yaw Roll (Y Z X) (angles) <QAngle >
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- This will control the direction the light points at, if no target is specified.
Parentname:
- Parent (parentname) <targetname >
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- target <target_destination>
- The name of an entity in the map that the dynamic light will point at.
- inner_cone <integer>
- The inner (bright) angle.
- cone <integer>
- The outer (fading) angle.
- brightness <integer>
- This is the intensity of the spotlight.
- spotlight_radius <float>
- This is the radius of the spotlight, in inches, at the object that it is hitting.
Flags
- 1 : No World Light
- 2 : No Model Light
- 4 : Add Displacement Alpha
- 8 : Subtract Displacement Alpha
Inputs
Parentname:
- SetParent <chaîne >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <chaîne >
- 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 <chaîne >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- 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.