Light directional: Difference between revisions
		
		
		
		
		
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Note:As with a 
Bug:
 In Counter-Strike: Global Offensive, after the Wildfire update, this entity does not seem to be working properly or has to be set differently. It can create excessively dark shadows tinged with the color of the 
AltNames:light, light_spot, light_glspot, and (in all games since 
)(also in 
)light_directional are all tied to the same C++ class in game, and only differ in VRAD.
Code:See the 
Alien Swarm Reactive Drop source code for reference implementation of light_directional in VRAD.
		
	
m (Added an image, showing multiple light entities in one map and the effect it has.)  | 
				m (Corrected the redirect)  | 
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{{CD|CLight|file1=lights.cpp|link=/asw}}  | {{CD|CLight|file1=lights.cpp|link=/asw}}  | ||
{{  | {{This is a|semi-internal=1|logical entity|name=light_directional|since=Left 4 Dead}}{{also|{{slamminsrc}}{{gmod}}}} It is a directional light with no falloff, similar to the direct lighting of {{ent|light_environment}}. The main difference between this and <code>light_environment</code> is that multiple of these can be used in a single map and all of them will cause light to be emitted from sky brushes based on each of their settings.  | ||
[[File:Multiple light directional.jpg|  | [[File:Multiple light directional.jpg|480px|thumb|right|Three light_directional entities in one map.<br>Note how the shadow colors are being changed by the additive behavior of the two other light entities.]]  | ||
{{note|As with a <code>light_environment</code>, a <code>light_directional</code> is only emitted from geometry covered with   | {{note|As with a <code>light_environment</code>, a <code>light_directional</code> is only emitted from geometry covered with {{cmd|%CompileSkybox}} and {{cmd|%CompileSkybox2D}} textures.}}  | ||
{{bug|{{csgo}} In [[Counter-Strike: Global Offensive]], after the Wildfire update, this entity does not seem to be working properly or has to be set differently. It can create excessively dark shadows tinged with the color of the <code>light_environment</code> ambient color plus the setting of the <code>light_directional</code>. It appears to boost these colors tremendously now.}}  | {{bug|{{csgo}} In [[Counter-Strike: Global Offensive]], after the Wildfire update, this entity does not seem to be working properly or has to be set differently. It can create excessively dark shadows tinged with the color of the <code>light_environment</code> ambient color plus the setting of the <code>light_directional</code>. It appears to boost these colors tremendously now.}}  | ||
{{altnames|{{mono|[[light]]}}, {{mono|[[light_spot]]}}, {{mono|[[light_glspot]]}}, and {{l4d|since}} {{mono|light_directional}} are all tied to the same C++ class in game, and only differ in VRAD.}}  | {{altnames|{{mono|[[light]]}}, {{mono|[[light_spot]]}}, {{mono|[[light_glspot]]}}, and {{l4d|since}}{{gmod|also}}{{mono|light_directional}} are all tied to the same C++ class in game, and only differ in VRAD.}}  | ||
{{codenote|See the {{asrd}}[https://github.com/ReactiveDrop/reactivedrop_public_src/tree/reactivedrop_beta/src/utils/vrad Alien Swarm Reactive Drop source code] for reference implementation of light_directional in VRAD.}}  | {{codenote|See the {{asrd}}[https://github.com/ReactiveDrop/reactivedrop_public_src/tree/reactivedrop_beta/src/utils/vrad Alien Swarm Reactive Drop source code] for reference implementation of light_directional in VRAD.}}  | ||
== Keyvalues ==  | == Keyvalues ==  | ||
{{KV targetname|light=1}}  | |||
:{{Light NameWarning}}  | |||
{{KV|Pitch|intn=pitch|integer|The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.}}  | {{KV|Pitch|intn=pitch|integer|The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.}}  | ||
{{KV Angles}}  | {{KV Angles}}  | ||
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== See also ==  | == See also ==  | ||
* [[Lighting]]  | * [[Lighting]]  | ||
* [[List_of_entities#  | * [[List_of_entities#Light_Entities|Light entities]]  | ||
[[Category:Lighting]]  | [[Category:Lighting]]  | ||
Latest revision as of 07:13, 5 August 2025
| CLight | 
light_directional  is a  semi-internal logical entity  available in all 
 Source games since 
 Left 4 Dead.(also in ![]()
) It is a directional light with no falloff, similar to the direct lighting of light_environment. The main difference between this and light_environment is that multiple of these can be used in a single map and all of them will cause light to be emitted from sky brushes based on each of their settings.
light_environment, a light_directional is only emitted from geometry covered with %CompileSkybox and %CompileSkybox2D textures.light_environment ambient color plus the setting of the light_directional. It appears to boost these colors tremendously now.  [todo tested in ?]Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
Important:Naming a static light radically changes its behavior. See Naming Lights for details.
- Pitch (pitch) <integer>
 - The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
 
- 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.
 
Internal keyvalues used only by VRAD:
- Brightness (_light) <color255 + int>
 - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 
- BrightnessHDR (_lightHDR) <color255 + int>
 - Brightness override used in HDR mode. Default is 
-1 -1 -1 1, which means no change. 
Warning:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
- BrightnessScaleHDR (_lightHDRscale) <float>
 - Amount to scale the light by when compiling for HDR.
 
- SpreadAngle (SunSpreadAngle) <float>
 - The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.