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==Lightcookies==
{{TabsBar|main=Black Mesa Deferred Lights}}
===What is a lightcookie texture ?===
{{this is a|point entity|name=newLight_Point|game=Black Mesa|sprite=NewLight Point.png}} It creates an invisible [[Deferred lighting|deferred light]] source that shines in all directions, includes godrays and lightcookies.
Lightcookie (a. k. a. "Texture Light") a texture or mask applied to a light source. It is usually used to shape the light's output or fake shadows with specific patterns (which, unlike shadowmaps, can be translucent and look more accurate). It also can be used for stuff like projectors, cautists, disco spheres, etc.
{{CDA|CNewLightPoint|CBaseEntity|}}
[[File:NewLight_PointMain.jpg|720px||thumb|right|NewLight_Point in {{code|End Game}} chapter (used for the portal).]]
{{Note|You can have only 512 point light entities placed in the map editor.}}


In Black Mesa, it can be used via "'''Texture name for TexLight''' ''(texName)''" property (to specify the texture) and "'''Enable Texture Light''' ''(bTexLight)''" (to enable the feature).  
==Keyvalues==
{{KV Targetname}}
{{KV|Pitch Yaw Roll (Y Z X)|intn=angles|angle|nofgd=1|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.
:{{note|There is almost no differences if you're using point light with no texture. Things changes if you're using textures.}}
}}
{{KV BmNewLightOldFalloff}}
{{KV BmNewLightBaseMain}}
{{KV BmNewLightShadowMain}}
{{KV BmNewLightShadowFace}}
{{KV BmNewLightShadowBias}}
{{KV BmNewLightCookieMain}}
{{KV|LightnGodRayMode|intn=LightnGodRayMode|choices|This determines what effects will be available to use for the light source. Keep in mind that the default choice is Light.
:*0: Light - light only.
:*1: Godrays - godrays only.
:*2: Both Light and GodRays - both light and godrays.
:{{bug|hidetested=1|Even if godrays is turned off, the game will still think that the godrays is used if choice is <code>Godrays</code> or <code>Both Light and GodRays</code>.}}
}}
{{KV BmGodraysNormal}}
{{KV BmGodraysFancy}}
{{KV BmNewLightShadowPasses‎}}


This game used lightcookies mainly for fake shadowmaps and cautists. They are used for some entities by default ([[Item battery (Black Mesa)|batteries]] and grunt pods for example).
==Inputs==
 
{{I|SetColorLight|param=color255|Change light's color value. Doesn't affect the godrays.}}
<gallery mode=packed heights=290px>
{{I|SetIntensityForLight|param=float|Change light's intensity value. Doesn't affect the godrays.}}
File:lightcookie0.jpg |Lightcookie is disabled.
{{I|TurnOnGodRays|param=void|Turn the godrays on.}}
File:lightcookie1.jpg |Lightcookie is enabled.
{{I|TurnOffGodRays|param=void|Turn the godrays off.}}
</gallery>
{{I|TurnOn|param=void|Turn the light on.}}
 
{{I|TurnOff|param=void|Turn the light off.}}
Lightcookies are disabled with 2 ('''Low''') value for {{cmd|nr_shadow_quality}} ('''Dynamic Shadow Quality''').
{{I|Toggle|param=void|Toggle the light's current state.}}
===Texture mask===
The texture mask defines which pixels will display the lighting and also affects their color. Black pixel color will not render the light at all, white will render the light and its color value, other colors (red, blue, yellow, etc.) will be mixed with the light color value, depending on their intensity and how close they are to white. Alpha channel doesn't affect anything, so make sure you don't use it in your texture.  
 
Point lights requires "Environment Map" texture to work with lightcookies, because point lights are using 6 separate faces, so each face requires separate texture. Follow [[$envmap#Creating_a_custom_static_cubemap_texture|these steps]] to create "Environment Map" texture.
 
Spot lights can use any texture basically.
 
It is recommended to use '''No Mipmap''' and '''No Level Of Detail''' flags for your [[VTF]] file, so the texture will not cause aliasing issues.
 
<gallery mode=packed heights=290px>
File:lightcookie_aliasing.jpg |Two point lights with two different lightcookie textures. The left don't use the flags, unlike the right texture.
</gallery>
 
{{important|Lightcookies are not using [[VMT]] materials, you only need texture.}}
 
===Animation===
Spot lights also support 2 different animation types, which allow you to animate a texture in two different ways.
 
====Texture Cookie FPS====
{{todo}}
 
====Texture Cookie Scroll Mode====
In this mode, lightcookie texture can scroll in X and Y directions. This feature can be enabled with '''Tex Cookie Scroll Mode''' (''bTexCookieScrollMode'') property.
 
X direction controlled by '''ScrollSpeedU''' (''fScrollSpeedU'') property. Y direction controlled by '''ScrollSpeedV''' (''fScrollSpeedV'') property. Both takes a float value. The default X direction is left, Y is up. Using a value multiplied by -1 will reverse direction, this allows you to use 8 different scroll directions. 0 means don't move in this direction. The size of the value affects the scroll speed.
 
Here is the [https://youtu.be/FkUFF6CLTq8 video] showcase of all 8 directions and how the feature look like.
 
==Shadow filtering==
Versions of the game before Necro Patch uses PСF filter. The shadow edges are sharper and exhibit a more distinct transition. There are visible aliasing artifacts, particularly on the edges. Shadows from small or thin objects were also indistinguishable. However, it was pretty good for shadows with low resolution, because they looked blurry. The shadows are somewhat similar to those that can be seen from the [[projected texture|projected textures]] in {{portal2|4}}.
<gallery mode=packed heights=410px>
File:shadowfilter_old.jpg| frame |Barney's hand with old shadow filtering.
</gallery>
The Necro Patch replaced PСF filter with PCSS filter. The shadow edges appear smoother and less jagged. The transition from the shadow to the lit area has more gradient-like softening. Shadows have become more detailed for small objects. Because of this, you have to adjust the shadows more carefully.
<gallery mode=packed heights=410px>
File:shadowfilter_new.jpg| frame |Barney's hand with new shadow filtering.
</gallery>
This filter has one significant issue: there is now noticeable noise in the shadows. This is mostly noticeable in low resolution shadows, this spoils them quite a lot (although it makes them more detailed). There is no way to disable this effect. The noise also makes the shadows more similar to shadows from flashlight in {{hl2|4}}. It is worth noting that such thing exists in more modern engines ([https://en.wikipedia.org/wiki/Unreal_Engine Unreal Engine 5] for example), so you can ignore the noise if it's not very noticeable, especially on shadows with high quality.
 
The noise is adjusted via ShadowRadius and ShadowMapLOD values, mainly via ShadowRadius; you even can disable the noise with 0 value, but this will make your shadows will look like stairs/pixels.
<gallery mode=packed heights=310px>
File:shadowfilter_new1.jpg| frame |The noise example.
</gallery>
{{note|It is not entirely clear which term is correct, '''PCSS''' or '''PCCS''', since it could be orgography, but it is possible (though unlikely) that they created their own filter.}}

Latest revision as of 07:57, 5 November 2025

Edit Tabs
NewLight Point.png

newLight_Point is a point entity available in Black Mesa Black Mesa. It creates an invisible deferred light source that shines in all directions, includes godrays and lightcookies.

C++ Class hierarchy
CNewLightPoint
CBaseEntity
NewLight_Point in End Game chapter (used for the portal).
Note.pngNote:You can have only 512 point light entities placed in the map editor.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
Pitch Yaw Roll (Y Z X) (angles) <angle> !FGD
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.
Note.pngNote:There is almost no differences if you're using point light with no texture. Things changes if you're using textures.


Use old Falloff ? (bUseOldFallOff) <choices> !FGD Obsolete
Deprecated.
Sets old falloff state, disabled or enabled. This feature is disabled in the code, so you can't use old falloff (although it is still used for the flashlight).
  • 0: Disabled
  • 1: Enabled


Light Color (LightColor) <color255>
The RGB color of the light. Colors must be between 0 and 255.
Light Intensity (Intensity) <float>
Intensity/brightness of the light. It's RGB * intensity.
Note.pngNote:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
Note.pngNote:The default 8000 value is equivalent to default 200 brightness value for static VRAD lights. If needed to repeat static light brightness, multiple the brightness value by 40; if vice versa, divide by 40.
Range (Range) <float>
Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning.pngWarning:This is one of the parameters that affects performance in the game. Smaller values ​​allow you to process less geometry and save performance.
Icon-Important.pngImportant:Range is limited, the limit depends on intensity value. Do not use values ​​bigger than the intensity value allows.
Examples
Enabled (Enabled) <choices>
Sets light state on spawn, enabled or disabled.
  • 0: Enabled
  • 1: Disabled
Appearance (style) <integer choices>
Appearance presets.
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Tip.pngTip:Use new lights instead for lights with custom appearance, because static lightmapped lights reduces performance with this feature (especially near displacements).
Note.pngNote:Custom light styles are not possible.
Light Ambient Color (LightColorAmbient) <color255>
The RGB color of the shadows. Colors must be between 0 and 255.
Examples
SpecularMultiplier (SpecMultiplier) <float>
Specular multiplier. Sets intensity of new specular shader from this light source. It's RGB * Intensity * SpecularMultiplier. 0 means disabled.
Examples


falloffConstant (falloffConstant) <integer> !FGD Obsolete
Deprecated.
Constant value (can work only if old falloff is enabled).
falloffLinear (falloffLinear) <integer> !FGD Obsolete
Deprecated.
Linear value (can work only if old falloff is enabled).
falloffQuadratic (falloffQuadratic) <integer> !FGD Obsolete
Deprecated.
Quadratic value (can work only if old falloff is enabled).


Light Type (LightType) <choices>
Type of the light. This affects the behavior of the light source with parent, enable/disable dynamic models in shadowmaps, enable/disable static shadowmaps.
  • 0: Static - used only static shadowmaps, this means that shadows are cast only by static objects (prop_static, geometry, etc). Cannot move with parent.
Icon-Important.pngImportant:Brush entities and bmodels are also included in static shadowmaps and they never update (including func_physbox).
Note.pngNote:Static shadowmaps will update after save reload (only once).
  • 1: Stationary - the same as Static, but with dynamic shadows for dynamic models.
  • 2: Dynamic - lighting don't use static shadowmaps at all. It uses dynamic shadows for static objects and dynamic models. This type also can move with parent. This type is expensive, usually used for moving lights, but also can be used if you're getting issues due to static shadowmaps.
Examples
Note.pngNote:Note that shadow from metal box and grate box are flying on first and second pictures, that's because both was placed in air on map spawn. Doesn't happen on third picture, because the light updated shadow for both.
HasShadow (HasShadow) <choices>
Sets shadows state for the light, enabled or disabled. Remember that the default choices is No.
  • 0: No
  • 1: Yes
Examples
ShadowMapLOD (ShadowLod) <choices>
Resolution of shadowmap used by this light. This affects the quality of the shadows.
  • 0: 256
  • 1: 512
  • 2: 1024
Examples
Icon-Important.pngImportant:You cannot use any value from here an unlimited number of times. More information below.
ShadowRadius (ShadowRadius) <float>
Radius of shadow edges for soft shadows. If its value is negative, code will auto assign a value depending on ShadowLod. These code based values can be adjusted via convars nr_shadow_rad_High, nr_shadow_rad_Med and nr_shadow_rad_Low.
Examples
Tip.pngTip:Don't use very low values, because the shadows will look like stairs. Also don't use very high values, because the noise will spoil them a lot, or you'll see only noise.
NearZ (NearZ) <float>
NearZ used by shadowmap camera for this light. This is the distance at which the light source will start cast shadows.


ShadowFaceX (ShadowFaceX) <choices>
Sets shadow state (enabled or disabled) for X face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceX_Minus (ShadowFaceX_Minus) <choices>
Sets shadow state (enabled or disabled) for -X face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceY (ShadowFaceY) <choices>
Sets shadow state (enabled or disabled) for Y face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceY_Minus (ShadowFaceY_Minus) <choices>
Sets shadow state (enabled or disabled) for -Y face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceZ (ShadowFaceZ) <choices>
Sets shadow state (enabled or disabled) for Z face.
  • 0: Enabled
  • 1: Disabled
ShadowFaceZ_Minus (ShadowFaceZ_Minus) <choices>
Sets shadow state (enabled or disabled) for -Z face.
  • 0: Enabled
  • 1: Disabled


DepthBias (DepthBias) <float>
DepthBias is offset added to depth values in shadowmaps.
Examples


SlopeDepthBias (SlopeDepthBias) <float>
Slope Depth Bias used for surfaces having aliasing due to steep angles with light.
Examples
NormalBias (NormalBias) <float>
While rendering objects into shadowmaps, each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadowmaps. This property determines the amount of Units to be moved. Helps with shadow aliasing.
Examples
Note.pngNote:You will not see any changes if your material doesn't not provide bumpmap.
Icon-Important.pngImportant:Increasing this value will make shadows between different surfaces less accurate, greate example is third picture in examples, there you can see "two" shadows from railing.
Icon-Bug.pngBug:Numbers lower than 0.8 can cause huge graphics issues. Example.
Tip.pngTip:Increase this value if you are getting aliasing issues like this.


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
LightnGodRayMode (LightnGodRayMode) <choices>
This determines what effects will be available to use for the light source. Keep in mind that the default choice is Light.
  • 0: Light - light only.
  • 1: Godrays - godrays only.
  • 2: Both Light and GodRays - both light and godrays.
Icon-Bug.pngBug:Even if godrays is turned off, the game will still think that the godrays is used if choice is Godrays or Both Light and GodRays.


EnableGodRays (EnableGodRays) <choices>
Sets godrays state on spawn, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Warning.pngWarning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
The error
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> Obsolete
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
Note.pngNote:Godrays doesn't look smooth if used big value here. The same for Exposure.
Example
ColorInner (ColorInner) <color255 + int>
The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Icon-Bug.pngBug: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.pngNote: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.
Icon-Bug.pngBug: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.pngNote:Rays is disabled on this picture (the colors are partially blending).
Note.pngNote:You can't use black colors for ColorOuter, ColorInner and ColorRays.
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.pngNote:Rays is disabled on this picture (for clarity).


GodRaysType (GodRaysType) <choices>
Sets godrays type, normal or fancy.
  • 0: Normal
  • 1: Fancy
Examples
RenderInWorldSpace (m_bEnableWorldSpace) <choices>
Disables disks if this enabled.
  • 0: Disabled
  • 1: Enabled
Confirm:Does it affect anything else ?
Ell_FR_ConstA (Ell_FR_ConstA) <float>
This is fancy godrays disk size.
Examples
Ell_FR_ConstB (Ell_FR_ConstB) <float>
This is fancy godrays disk distortion.
Examples
EEll_SR_ConstA (EEll_SR_ConstA) <float>
This is fancy godrays disk hole size.
Examples
EEll_SR_ConstB (EEll_SR_ConstB) <float>
This is fancy godrays disk hole distortion.
Examples
Ell_RRF_ConstA (Ell_RRF_ConstA) <float>
This is fancy godrays inner size.
Examples


Ell_RRF_ConstB (Ell_RRF_ConstB) <float>
This is fancy godrays inner distortion.
Examples
RotSpeed (RotSpeed) <float>
Rotating speed of fancy godrays, 0 means don't rotate, with negative number it will rotate to left. Examples (link to a video that showcase different values).
RotPatternFreq (RotPatternFreq) <integer>
Count of fancy godrays, with negative number will deny RotSpeed +/- effect. Examples (link to a video that showcase different values).
m_fAlphaDiskInner (m_fAlphaDiskInner) <float> Obsolete
Deprecated.
Alpha inner value for disk. Doesn't work.
m_fAlphaDiskOuter (m_fAlphaDiskOuter) <float> Obsolete
Deprecated.
Alpha outer value for disk. Doesn't work.
UseToneMapRays (m_bUseToneMapRays) <choices> Obsolete
Deprecated.
Sets tonemap state for rays, enabled or disabled. Doesn't work.
  • 0: Enabled
  • 1: Disabled
UseToneMapDisk (m_bUseToneMapDisk) <choices> Obsolete
Deprecated.
Sets tonemap state for disk, enabled or disabled. Doesn't work.
  • 0: Enabled
  • 1: Disabled


ShadowPass_Brush (m_bSRO_Brush) <choices>
Do we want to render world geometry in shadow passes for this light ? Doesn't affect bmodels.
  • 0: YES
  • 1: NO
ShadowPass_StaticProp (m_bSRO_StaticProp) <choices>
Do we want to render prop_static in shadow passes for this light ? This also affect bmodels.
  • 0: YES
  • 1: NO
ShadowPass_DynProp (m_bSRO_DynProp) <choices>
Do we want to render dynamic models in shadow passes for this light ?
  • 0: YES
  • 1: NO
ShadowPass_AlphaTest (m_bSRO__Trans) <choices>
Do we want to render models with transparency materials in shadow passes for this light ? Objects with transparency can cast shadows if your model includes a material without transparency.
  • 0: YES
  • 1: NO

Inputs

SetColorLight <color255RedirectInput/color32>
Change light's color value. Doesn't affect the godrays.
SetIntensityForLight <floatRedirectInput/float>
Change light's intensity value. Doesn't affect the godrays.
TurnOnGodRays <void>
Turn the godrays on.
TurnOffGodRays <void>
Turn the godrays off.
TurnOn <void>
Turn the light on.
TurnOff <void>
Turn the light off.
Toggle <void>
Toggle the light's current state.