Light deferred: Difference between revisions

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(Remove desolation todo, the mod isn't even out yet so there's no point of trying to document its internals right now)
 
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{{Language subpage}}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]].
{{LanguageBar}}
{{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]].
{{code class|CDeferredLight|CDefLight.cpp}}
{{code class|CDeferredLight|CDefLight.cpp}}
{{confirm|Does this entity also exists in {{p2d|4}}?}}
{{clr-left}}
{{clr-left}}


== Keyvalues ==
== Keyvalues ==
=== Light ===
{{KV Targetname}}
{{KV Angles}}
{{KV|Color diffuse|intn=diffuse|color255 + int|Sets the light's color and brightness.}}
{{KV|Color diffuse|intn=diffuse|color255 + int|Sets the light's color and brightness.}}
{{KV|Color ambient|intn=ambient|color255 + int|Sets the light's ambient color and brightness.}}
{{KV|Color ambient|intn=ambient|color255 + int|Sets the light's ambient color and brightness.}}
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*{{Fl|0|Point|Make the light sine in all directions.}}
*{{Fl|0|Point|Make the light sine in all directions.}}
*{{Fl|1|Spot|Make it a spotlight.}}
*{{Fl|1|Spot|Make it a spotlight.}}
===Base ===
{{KV|Name|intn=targetname|string|The name that other entities use to refer to this entity.}}
{{KV|Parent|intn=parentname|targetname|Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])}}
{{KV|Pitch Yaw Roll|intn=X Y Z|angle|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.}}


== Flags ==
== Flags ==
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{{Fl|8|Enable volumetrics|Enables realtime volumetric lighting.}}
{{Fl|8|Enable volumetrics|Enables realtime volumetric lighting.}}
{{Fl|16|Enable lightstyle|Enables deferred lightstyles}}
{{Fl|16|Enable lightstyle|Enables deferred lightstyles}}
== Inputs ==
{{I BaseEntity|base=1}}
== Outputs ==
{{O BaseEntity|base=1}}


== See also==
== See also==
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* [[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

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Light.png

light_deferred is a point entity available in Alien Swarm Deferred Alien Swarm Deferred and Lambda Wars 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.

C++ In code, it is represented by theCDeferredLightclass, defined in theCDefLight.cppfile.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 diffuse (diffuse) <color255 + int>
Sets the light's color and brightness.
Color ambient (ambient) <color255 + int>
Sets the light's ambient color and brightness.
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

See also