Template:KV BmGodraysNormal: Difference between revisions
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Warning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
Note:You can't use black colors for ColorOuter, ColorInner and ColorRays.
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<!-- | <!--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: | |||
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. | |||
--> | |||
{{KV|EnableGodRays|intn=EnableGodRays|choices|Sets godrays state on spawn, enabled or disabled. | {{KV|EnableGodRays|intn=EnableGodRays|choices|Sets godrays state on spawn, enabled or disabled. | ||
*0: Disabled | *0: Disabled | ||
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}} | }} | ||
}} | }} | ||
}} | }} | ||
{{KV|Density|intn=Density|float|Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5. | {{KV|Density|intn=Density|float|Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5. | ||
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</gallery> | </gallery> | ||
}}}} | }}}} | ||
{{KV|Decay|intn=Decay|float|Decay | {{KV|Decay|intn=Decay|float|Decay controls luminance fall off per sample. Value here doesn't work.|deprecated=1}} | ||
}} | |||
{{KV|Exposure|intn=Exposure|float|Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.}} | {{KV|Exposure|intn=Exposure|float|Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.}} | ||
:{{expand|title=Examples| | :{{expand|title=Examples| | ||
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}} | }} | ||
{{KV|ColorInner|intn=ColorInner|color255 + int|The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255. | {{KV|ColorInner|intn=ColorInner|color255 + int|The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255. | ||
:{{bug|This color value doesn't work properly with {{ent|newLight_Point}} if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.|hidetested=1}} | |||
:{{expand|title=Examples| | :{{expand|title=Examples| | ||
{{note|Rays is disabled on this picture (the colors are partially blending).}} | {{note|Rays is disabled on this picture (the colors are partially blending).}} | ||
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}} | }} | ||
{{KV|ColorOuter|intn=ColorOuter|color255 + int|The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255. | {{KV|ColorOuter|intn=ColorOuter|color255 + int|The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255. | ||
:{{bug|This color value doesn't work properly with {{ent|newLight_Point}} if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.|hidetested=1}} | |||
:{{expand|title=Examples| | :{{expand|title=Examples| | ||
{{note|Rays is disabled on this picture (the colors are partially blending).}} | {{note|Rays is disabled on this picture (the colors are partially blending).}} |
Latest revision as of 07:34, 24 June 2025
- EnableGodRays (EnableGodRays) <choices>
- Sets godrays state on spawn, enabled or disabled.
- 0: Disabled
- 1: Enabled

- Density (Density) <float>
- Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples
- Weight (Weight) <float>
- Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples
Decay (Decay) <float>- Deprecated.
Decay controls luminance fall off per sample. Value here doesn't work.
- Exposure (Exposure) <float>
- Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.
Examples
- DistFactor (DistFactor) <float>
- DistFactor controls the falloff of rays/length. 1.0 is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
- ColorInner (ColorInner) <color255 + int>
- The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples Note:Rays is disabled on this picture (the colors are partially blending).
- ColorRays (ColorRays) <color255 + int>
- The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples
- ColorOuter (ColorOuter) <color255 + int>
- The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples Note:Rays is disabled on this picture (the colors are partially blending).

- DiskRadius (DiskRadius) <float>
- Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
Examples
- DiskInnerSizePercent (DiskInnerSizePercent) <float>
- Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
Examples Note:Rays is disabled on this picture (for clarity).