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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 [[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. For a [[prop_dynamic]], use [[info_target]].{{clr}}
{{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.
{{modernImportant|{{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 have any effect.
{{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}}
{{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.png

info_lighting is an internal point entity available in all Source 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.

Icon-Important.pngImportant:(in all games since Source 2007) 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.pngTip: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++ Hammer++, since the lighting preview doesn't preview per-vertex lighting.
Note.pngNote: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.
Icon-Important.pngImportant: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