Light deferred: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{this is a|name=light_deferred | {{this is a|point entity|name=light_deferred|game=Alien Swarm Deferred|game1=Lambda Wars|sprite=Light.png}} | ||
It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a {{ent|light}} and a {{ent|light_spot}}. For most optimal light placing use the game's built-in [[Light editor]]. | |||
It creates an invisible dynamic light source that can | {{code class|CDeferredLight|CDefLight.cpp}} | ||
{{clr-left}} | {{clr-left}} | ||
== Keyvalues == | == Keyvalues == | ||
{{ | {{KV Targetname}} | ||
{{KV|Color diffuse|intn= | {{KV Angles}} | ||
{{KV|Color ambient|intn= | {{KV|Color diffuse|intn=diffuse|color255 + int|Sets the light's color and brightness.}} | ||
{{KV|Color Radius|float}} | {{KV|Color ambient|intn=ambient|color255 + int|Sets the light's ambient color and brightness.}} | ||
{{KV|Color Falloff powert|float}} | {{KV|Color Radius|intn=radius|float|Set's how much of the world should it light.}} | ||
{{KV|Spotlight cone innert|float}} | {{KV|Color Falloff powert|intn=power|float|{{todo}}}} | ||
{{KV|Spotlight cone outer|float}} | {{KV|Spotlight cone innert|intn=spot_cone_inner|float|The angles of the inner spotlight beam.}} | ||
{{KV|Visible distance|int}} | {{KV|Spotlight cone outer|intn=spot_cone_outer|float|The angles of the outer spotlight beam.}} | ||
{{KV|Visible fade range|int}} | {{KV|Visible distance|intn=vis_dist|int|Sets how far should it light the world.}} | ||
{{KV|Shadow distance|int}} | {{KV|Visible fade range|intn=vis_range|int|{{todo}}}} | ||
{{KV|Shadow fade range|int}} | {{KV|Shadow distance|intn=shadow_dist|int|Sets how far should it cast shadows.}} | ||
{{KV|Cookie texture|str}} | {{KV|Shadow fade range|intn=shadow_range|int|{{todo}}}} | ||
{{KV|Lightstyle seed|int}} | {{KV|Cookie texture|intn=cookietex|str|Path to vtf that should be projected.}} | ||
{{KV|Lightstyle amount|float}} | {{KV|Lightstyle seed|intn=style_seed|int|{{todo}}}} | ||
{{KV|Lightstyle speed|float}} | {{KV|Lightstyle amount|intn=style_amt|float|{{todo}}}} | ||
{{KV|Lightstyle smoothing|float}} | {{KV|Lightstyle speed|intn=style_speed|float|{{todo}}}} | ||
{{KV|Lightstyle random|float}} | {{KV|Lightstyle smoothing|intn=style_smooth|float|{{todo}}}} | ||
{{KV|Lightstyle random|intn=style_random|float|{{todo}}}} | |||
{{KV|Light type|intn=style|choices|Set's different light types.}} | |||
*{{Fl|0|Point|Make the light sine in all directions.}} | |||
*{{Fl|1|Spot|Make it a spotlight.}} | |||
== Flags == | == Flags == | ||
{{Fl|1|Enabled|Turns the light on.}} | |||
{{Fl|1|Enabled}} | {{Fl|2|Enable shadow|Enables dynamic shadows}} | ||
{{Fl|2|Enable shadow}} | {{Fl|4|Enable cookie|Enables cookie texture casting.}} | ||
{{Fl|4|Enable cookie}} | {{Fl|8|Enable volumetrics|Enables realtime volumetric lighting.}} | ||
{{Fl|8|Enable volumetrics}} | {{Fl|16|Enable lightstyle|Enables deferred lightstyles}} | ||
{{Fl|16|Enable lightstyle | |||
== See also== | == See also== | ||
* [[Light deferred global]] | |||
* [[Lighting]] | * [[Lighting]] | ||
* [[Adding Light]] | * [[Adding Light]] | ||
* [[Intermediate Lighting]] | * [[Intermediate Lighting]] | ||
* [[Advanced Lighting]] | * [[Advanced Lighting]]__NOTOC__ | ||
[[Category:Alien Swarm]] | |||
[[Category:Lighting]] | |||
[[Category:Alien Swarm Deferred]] |
Latest revision as of 14:38, 30 June 2025



light_deferred
is a point entity available in Alien Swarm Deferred and
Lambda Wars.
It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a light and a light_spot. For most optimal light placing use the game's built-in Light editor.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
- Color Radius (radius) <float>
- Set's how much of the world should it light.
- Color Falloff powert (power) <float>
- [Todo]
- Spotlight cone innert (spot_cone_inner) <float>
- The angles of the inner spotlight beam.
- Spotlight cone outer (spot_cone_outer) <float>
- The angles of the outer spotlight beam.
- Visible distance (vis_dist) <integer>
- Sets how far should it light the world.
- Visible fade range (vis_range) <integer>
- [Todo]
- Shadow distance (shadow_dist) <integer>
- Sets how far should it cast shadows.
- Shadow fade range (shadow_range) <integer>
- [Todo]
- Cookie texture (cookietex) <string>
- Path to vtf that should be projected.
- Lightstyle seed (style_seed) <integer>
- [Todo]
- Lightstyle amount (style_amt) <float>
- [Todo]
- Lightstyle speed (style_speed) <float>
- [Todo]
- Lightstyle smoothing (style_smooth) <float>
- [Todo]
- Lightstyle random (style_random) <float>
- [Todo]
- Light type (style) <choices>
- Set's different light types.
- Point : [0]
- Make the light sine in all directions.
- Spot : [1]
- Make it a spotlight.
Flags
- Enabled : [1]
- Turns the light on.
- Enable shadow : [2]
- Enables dynamic shadows
- Enable cookie : [4]
- Enables cookie texture casting.
- Enable volumetrics : [8]
- Enables realtime volumetric lighting.
- Enable lightstyle : [16]
- Enables deferred lightstyles