Template:KV BmNewLightCookieMain: Difference between revisions

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<onlyinclude><!--
<!--Purpose:
 
We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template is also may used in some other templates.-->
Purpose:
{{KV|Enable Texture Light|intn=bTexLight|choices|Sets lightcookie (texture lights) state, enabled or disabled.
 
:*0: Disabled
We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template is also may used in some other templates.
:*1: Enabled
 
:{{expand|title=Examples|
-->
{{KV|Enable Texture Light|intn=bTexLight|choices|Sets lightcookie (texture lights) state, enabled or disabled. For {{ent|NewLight_Point}}, you need static cubemap texture. For {{ent|NewLight_Spot}}, you can use any texture with '''No Mipmap''' and '''No Level Of Detail''' flags.
*0: Disabled
*1: Enabled
{{expand|margin_left=2em|title=Examples|
<gallery mode=packed heights=290px>
<gallery mode=packed heights=290px>
File:cTEDisabled.jpg |Disabled
File:lightcookie0.jpg |Disabled
File:cTEEnabled.jpg |Enabled
File:lightcookie1.jpg |Enabled
</gallery>
</gallery>
}}
}}
:{{tip|Follow [[$envmap#Creating_a_custom_static_cubemap_texture|these]] steps to create your own lightcookie texture for point light.}}
{{warning|This is one of the most expensive features, use wisely.}}
:{{warning|This is one of the most expensive features, use wisely.}}
}}
}}
{{KV|Texture name for TexLight|intn=texName|string|Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like {{ent|env_projectedtexture}}).}}
{{KV|Texture name for TexLight|intn=texName|string|Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like {{ent|env_projectedtexture}}).}}
{{KV|.Enable Prop Only Mode|intn=bNegLight|choices|Enable Prop Only Mode.
{{KV|.Enable Prop Only Mode|intn=bNegLight|choices|Sets prop only mode, which supposed to disable shadows for world geometry. Doesn't work. The same effect can be achieved with shadow pass settings.
{{todo|Document what it does.}}
:*0: Disabled
*0: Disabled
:*1: Enabled
*1: Enabled}}
|deprecated=1}}

Latest revision as of 07:37, 24 June 2025


Enable Texture Light (bTexLight) <choices>
Sets lightcookie (texture lights) state, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Examples
Warning.pngWarning:This is one of the most expensive features, use wisely.
Texture name for TexLight (texName) <string>
Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like env_projectedtexture).
.Enable Prop Only Mode (bNegLight) <choices> Obsolete
Deprecated.
Sets prop only mode, which supposed to disable shadows for world geometry. Doesn't work. The same effect can be achieved with shadow pass settings.
  • 0: Disabled
  • 1: Enabled