Info lighting: Difference between revisions
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| {{this is a|point entity|internal=1|name=info_lighting|sprite=1}} It can be used to change the [[lighting]] [[origin]] of a  | {{this is a|point entity|internal=1|name=info_lighting|sprite=1}} It can be used to change the [[lighting]] [[origin]] of a {{ent|prop_static}} or a vehicle prop. Set the prop's '''lightingorigin''' keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the [[cubemap]] origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity, regardless of if per-vertex lighting is enabled. | ||
| {{ | {{clr}} | ||
| {{Important|{{src07|since}} Lighting using info_lighting is not compatible with per-vertex lighting ({{code|-StaticPropLighting}}). If a prop_static is compatible with per-vertex lighting, {{code|disablevertexlighting}} must be set to 1 (yes) for info_lighting to affect lighting (it will still affect cubemaps). | |||
| {{tip|Since this entity only counts towards VBSP entity limits and not in-game entity limits, it can still be useful for adjusting the lighting position of a prop in {{hammer++|2}}, since the lighting preview doesn't preview per-vertex lighting.}} }} | {{tip|Since this entity only counts towards VBSP entity limits and not in-game entity limits, it can still be useful for adjusting the lighting position of a prop in {{hammer++|2}}, since the lighting preview doesn't preview per-vertex lighting.}} }} | ||
| {{ | {{Internal entity note}} | ||
| {{Important|For dynamic models such as {{ent|prop_dynamic}}, use {{ent|info_target}}.}} | |||
| == Keyvalues == | == Keyvalues == | ||
| {{KV Targetname null|vbsp only=1}} | {{KV Targetname null|vbsp only=1}} | ||
Latest revision as of 10:16, 31 March 2025

info_lighting  is an  internal point entity  available in all  Source games. It can be used to change the lighting origin of a prop_static or a vehicle prop. Set the prop's lightingorigin keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the cubemap origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity, regardless of if per-vertex lighting is enabled.
 Source games. It can be used to change the lighting origin of a prop_static or a vehicle prop. Set the prop's lightingorigin keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the cubemap origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity, regardless of if per-vertex lighting is enabled.
 Important:(in all games since
Important:(in all games since  ) Lighting using info_lighting is not compatible with per-vertex lighting (
) Lighting using info_lighting is not compatible with per-vertex lighting (-StaticPropLighting). If a prop_static is compatible with per-vertex lighting, disablevertexlighting must be set to 1 (yes) for info_lighting to affect lighting (it will still affect cubemaps).
 Tip:Since this entity only counts towards VBSP entity limits and not in-game entity limits, it can still be useful for adjusting the lighting position of a prop in
Tip:Since this entity only counts towards VBSP entity limits and not in-game entity limits, it can still be useful for adjusting the lighting position of a prop in  Hammer++, since the lighting preview doesn't preview per-vertex lighting.
 Hammer++, since the lighting preview doesn't preview per-vertex lighting. Note:This is an internal entity. When the map is compiled by VBSP, it is processed and then removed; it does not exist when the map is running.
Note:This is an internal entity. When the map is compiled by VBSP, it is processed and then removed; it does not exist when the map is running. Important:For dynamic models such as prop_dynamic, use info_target.
Important:For dynamic models such as prop_dynamic, use info_target.Keyvalues
- Name (targetname) <string>
- Name of this entity. Can be used by compile tools as a prop_static's lighting origin.
 Also displayed in Hammer's 2D views and Entity Report. No effect in-game.
External links
.VMF that has a prop_static using 2 lights (on/off green/red using triggers)
http://www.mediafire.com/?c7200b7lq7bw49i http://gtamike.tsgk.com/two_lights_static_info_lighting.rar
Interlopers Topic
http://www.interlopers.net/forum/viewtopic.php?f=2&t=23112
