NewLights Spawner: Difference between revisions
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Important:This entity will remove old and spawn new lights after each save load. This entity for debugging only.
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{{ | {{this is a|point entity|name=NewLights_Spawner|game=Black Mesa}} This entity creates client side new lights over a given area when it appears. Created new lights removes if this entity is removed from the level. Initially created to test new lighting system and debugging. | ||
{{ | {{CDA|CNewLightsSpawner|CBaseEntity|}} | ||
[[File:NewLights_Spawner_jpgALT.jpg|570px||thumb|right|NewLighs_Spawner in perftest_glight.]] | |||
{{important|This entity will remove old and spawn new lights after each save load. This entity for debugging only.}} | |||
[[File: | |||
==Keyvalues== | == Keyvalues == | ||
{{KV|LightType|intn=LightType|Choices| | {{KV|LightType|intn=LightType|Choices| | ||
Type of new lights that will create [[NewLights_Spawner]]. | Type of new lights that will create [[NewLights_Spawner]]. | ||
*0: Point Light | *0: Point Light | ||
*1: Spot Light}} | *1: Spot Light}} | ||
{{KV|NumLights|intn=NumLights|integer| | {{KV|NumLights|intn=NumLights|integer|Amount of new lights that will be spawned.}} | ||
{{KV|NumLightsInRow|intn=NumLightsInRow|integer|Amount of new lights that will spawn in each row.}} | |||
{{KV|NumLightsInRow|intn=NumLightsInRow|integer| | {{KV|ColSpacing|intn=ColSpacing|float|Col spacing.}} | ||
{{KV|RandomColor|intn=RandomColor|Choices|If yes - new lights will use random colors. If no - new lights will use chosen color. | |||
{{KV|Range|intn= | *0: No | ||
*1: Yes}} | |||
{{ | {{KV|SpawnDir_Right|intn=SpawnDir_Right|vector|Spawn direction.}} | ||
{{expand|title=Examples| | {{KV|Light Color|intn=LightColor|color255|The RGB color of the light. Colors must be between 0 and 255.}} | ||
{{KV|Light Intensity|intn=lightintensity|float|Intensity/brightness of the light. It's RGB * intensity. | |||
<gallery mode=packed heights= | :{{Note|With 0 it will make the light disabled, including the effects. Doesn't affect shadows.}} | ||
File: | }} | ||
File: | {{KV|Range|intn=lightrange|float|Range of the light, or how far the light source can illuminate. Measured in Hammer Units. | ||
File: | :{{warning|This is one of the parameters that affects performance in the game. Smaller values allow you to process less geometry and save performance.}} | ||
:{{note|Shadows from objects that are at a great distance look noticeably worse than shadows from objects that are near to the light source.}} | |||
:{{important|Range is limited, the limit depends on intensity value. Do not use values bigger than the intensity value allows.}} | |||
:{{expand|title=Examples| | |||
<gallery mode=packed heights=280px> | |||
File:range50.jpg| thumb | left | 510px | Range - 50 | |||
File:range1000.jpg| thumb | left | 510px | Range - 1000 | |||
File:range15000.jpg| thumb | left | 510px | Range - 15000 | |||
</gallery> | </gallery> | ||
}} | }} | ||
}} | |||
== See also == | == See also == | ||
* {{ent|newLight_Point}} | * {{ent|newLight_Point}} - point deferred light entity. | ||
* {{ent|newLight_Spot}} | * {{ent|newLight_Spot}} - spot deferred light entity. | ||
* {{ent|env_lensflare}} | * {{ent|env_lensflare}} - cinematic dynamic lens flare. | ||
* {{ent|newLight_Dir}} | * {{ent|newLight_Dir}} - directional sun light with godrays only. | ||
* {{ent|newLights_settings}} | * {{ent|newLights_settings}} - entity that changes deferred light settings. | ||
* {{ent| | * {{ent|godrays_settings}} - entity that changes godrays settings. | ||
* | * {{ent|env_cascade_light}} - deferred cascade sun light entity. | ||
* [[ | * [[New Lights Editor]] - in game deferred lights editor. | ||
* [[Effect flags]] - effects flags, some of them are dynamic light effects. | |||
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] - page from Chetan (lead programmer for Black Mesa) about new lights. | |||
* [[Effect flags]] | * [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered. | ||
* [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] page from Chetan (lead programmer for Black Mesa) about {{xe|4}}. | |||
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] | |||
* [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] | |||
* [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] | |||
{{ |
Latest revision as of 06:26, 27 May 2025
NewLights_Spawner
is a point entity available in Black Mesa. This entity creates client side new lights over a given area when it appears. Created new lights removes if this entity is removed from the level. Initially created to test new lighting system and debugging.
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CNewLightsSpawner |

Keyvalues
- LightType (LightType) <choices>
- Type of new lights that will create NewLights_Spawner.
- 0: Point Light
- 1: Spot Light
- NumLights (NumLights) <integer>
- Amount of new lights that will be spawned.
- NumLightsInRow (NumLightsInRow) <integer>
- Amount of new lights that will spawn in each row.
- ColSpacing (ColSpacing) <float>
- 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
- SpawnDir_Right (SpawnDir_Right) <vector>
- Spawn direction.
- Light Color (LightColor) <color255>
- The RGB color of the light. Colors must be between 0 and 255.
- Light Intensity (lightintensity) <float>
- Intensity/brightness of the light. It's RGB * intensity.
Note:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
- Range (lightrange) <float>
- Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning:This is one of the parameters that affects performance in the game. Smaller values allow you to process less geometry and save performance.
Note:Shadows from objects that are at a great distance look noticeably worse than shadows from objects that are near to the light source.
Important:Range is limited, the limit depends on intensity value. Do not use values bigger than the intensity value allows.
Examples
See also
- newLight_Point - point deferred light entity.
- newLight_Spot - spot deferred light entity.
- env_lensflare - cinematic dynamic lens flare.
- newLight_Dir - directional sun light with godrays only.
- newLights_settings - entity that changes deferred light settings.
- godrays_settings - entity that changes godrays settings.
- env_cascade_light - deferred cascade sun light entity.
- New Lights Editor - in game deferred lights editor.
- Effect flags - effects flags, some of them are dynamic light effects.
- BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
- BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about
Xengine.