Template:KV Light: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified)
 
(60 intermediate revisions by 20 users not shown)
Line 1: Line 1:
'''_light'''
<onlyinclude>{{KV|Appearance ([[lightstyle]])|intn=style|integer choices|Various lightstyle presets. Cannot be used on named lights.
: <color255 + integer> The color and brightness of the light. RGB colors need to be between 0 and 255. Brightness can be higher.
:{{warning|Using this parameter near displacements reduces performance!}}
{{lightstyle presets|underwater not in FGD=1}}}}
{{KV|Custom Appearance|intn=pattern|string|A string of english letters, like a sequence of piano keys, that define a pattern of brightness. '''a''' is 0%, '''m''' is 100%, and '''z''' is 200%. Updates at 10 Hz. Requires light to have a [[targetname]].}}
{{minititle|Internal keyvalues used only by [[VRAD]]}}
{{KV|Brightness|intn=_light|color255 + int|The RGB color of the light, and a multiplicative scalar for brightness (applied after gamma correction). Colors should be between 0 and 255; brightness can be anything (even absent). If only one value is provided, light will be greyscale.}}
:{{note|Brightness values below zero are clamped; this can be fixed by modifying VRAD.{{code fix|In {{file|utils/vrad/lightmap|cpp}}, look for the comment saying "{{code|// make sure light is legal}}", then remove the following if statement, including all its contents.}}}}
{{KV|BrightnessHDR|intn=_lightHDR|color255 + int|RGB color and brightness override used in [[HDR]] mode. Default is <code>-1 -1 -1 1</code>, which means no change.
:{{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}}}
{{KV|BrightnessScaleHDR|intn=_lightHDRscale|float|A simple intensity multiplier used when compiling HDR lighting.}}
:{{note|Unlike {{code|_light}} and {{code|_lightHDR}}, negative values are supported. Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole. Since this only applies to [[HDR]] mode, it should be reserved for games that don't officially support disabling HDR.}}
{{KV|Constant|intn=_constant_attn|float}}
{{KV|Linear|intn=_linear_attn|float}}
{{KV|Quadratic|intn=_quadratic_attn|float|These three values determine how the intensity of the emitted light falls off over distance. See [[Constant-Linear-Quadratic Falloff]].}}
{{KV|50 percent falloff distance|intn=_fifty_percent_distance|float}}
{{KV|0 percent falloff distance|intn=_zero_percent_distance|float|Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
: {{bug|hidetested=1|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.}}}}
{{KV|Hard falloff|intn=_hardfalloff|bool|Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.}}
{{KV|Cast entity shadows|intn=_castentityshadow|bool|Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also {{ent|shadow_control}}.
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D|also={{GMOD}}}}
{{KV|Shadow cast offset|intn=_shadoworiginoffset|vector|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 <code>0 0 0</code>.
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D}}</onlyinclude>


* '''style'''
[[Category:Keyvalue Templates|Light]]
: <choices> A preset pattern of diverse flicker effects.
:{|
! Literal Value || Description
|-
| 0 || Normal
|-
| 1 || Flicker A
|-
| 2 || Slow, strong pulse
|-
| 3 || Candle A
|-
| 4 || Fast strobe
|-
| 5 || Gentle pulse
|-
| 6 || Flicker B
|-
| 7 || Candle B
|-
| 8 || Candle C
|-
| 9 || Slow strobe
|-
| 10 || Fluorescent flicker
|-
| 11 || Slow pulse, noblack
|}
 
* '''pattern'''
: <string> A string of characters defining a custom pattern, '''a''' being most dark and '''z''' being most bright.
 
* '''_constant_attn'''
: <float> Brightens or dims the intensity of the light near its entity. A '''high constant''' will dim the light.
 
* '''_linear_attn'''
: <float> Brightens or dims the intensity of the light emitted. A '''high linear''' will dim the light.
 
* '''_quadratic_attn'''
: <float> Increase to make a light bright but not travel far.
 
* '''_distance'''
: <integer> Stops the light emitted from reaching beyond this distance. Useful in cutting down compiling time by not making lights extend infinitely.

Latest revision as of 07:08, 20 May 2025

Appearance (lightstyle) (style) <integer choices>
Various lightstyle presets. Cannot be used on named lights.
Warning.pngWarning:Using this parameter near displacements reduces performance!
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 !FGD Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Custom Appearance (pattern) <string>
A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Updates at 10 Hz. Requires light to have a targetname.

Internal keyvalues used only by VRAD:

Brightness (_light) <color255 + int>
The RGB color of the light, and a multiplicative scalar for brightness (applied after gamma correction). Colors should be between 0 and 255; brightness can be anything (even absent). If only one value is provided, light will be greyscale.
Note.pngNote:Brightness values below zero are clamped; this can be fixed by modifying VRAD.
Cpp.pngCode Fix:In 🖿utils/vrad/lightmap.cpp, look for the comment saying "// make sure light is legal", then remove the following if statement, including all its contents.
BrightnessHDR (_lightHDR) <color255 + int>
RGB color and brightness override used in HDR mode. Default is -1 -1 -1 1, which means no change.
Warning.pngWarning: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.
Note.pngNote:Unlike _light and _lightHDR, negative values are supported. Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole. Since this only applies to HDR mode, it should be reserved for games that don't officially support disabling HDR.
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) <float>
0 percent falloff distance (_zero_percent_distance) <float>
Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Icon-Bug.pngBug: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 Left 4 Dead) (also in Garry's Mod)
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.pngNote:This keyvalue may not be available in some FGDs.
Shadow cast offset (_shadoworiginoffset) <vector> (in all games since Left 4 Dead)
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.pngNote:This keyvalue may not be available in some FGDs.