Light directional: Difference between revisions

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(Undo revision 136250 by ThaiGrocer (Talk))
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{{l4d brush|light_directional}}<br>
{{l4d point|light_directional}}<br>
{{l4d2 brush|light_directional}}
{{l4d2 point|light_directional}}


== Entity description ==
== Entity description ==
A brush entity that prevents detail sprites from being placed inside its volume.
A directional light with no falloff. Similar to sunlight in [[light_environment]].


== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
* {{KV Angles}}
* {{KV Parentname}}
 
* {{ScrollBox|title=Pitch|
; Pitch <code><[[integer]]></code>
: The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
}}
 
* {{ScrollBox|title=Brightness|noscroll=true|
; Brightness <code><[[color255]] + [[int]]></code>
: The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
; BrightnessHDR <code><[[color255]] + [[int]]></code>
: Brightness override used in HDR mode. Default is <code>-1 -1 -1 1</code>, which means no change. {{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}
; BrightnessScaleHDR <code><[[float]]></code>
: A simple intensity multiplier used when compiling HDR lighting.
}}
 
* {{ScrollBox|title=SunSpreadAngle|
; SpreadAngle <code><[[float]]></code>
: The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.
}}


== Inputs ==
== Inputs ==
* {{I Targetname}}
''There are no inputs.''
* {{I Parentname}}


== Outputs ==
== Outputs ==
* {{O Targetname}}
''There are no outputs.''


== See also ==
== See also ==
* [[detail_props]]
* [[light_environment]]
* [[shadow_control]]
* [[Skybox (2D)]]
 
* [[light]]
* [[light_spot]]
* [[point_spotlight]]
 
* [[beam_spotlight]]
* [[env_sprite]]


== External links ==
== External links ==


[[category:Left 4 Dead 2]]
[[category:Left 4 Dead 2]]

Revision as of 06:00, 24 July 2010

Template:L4d point
Template:L4d2 point

Entity description

A directional light with no falloff. Similar to sunlight in light_environment.

Keyvalues

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.
  • Pitch:
Pitch <integer>
The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
  • Brightness:
Brightness <color255 + int>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
BrightnessHDR <color255 + int>
Brightness override used in HDR mode. Default is -1 -1 -1 1, which means no change.
Warning.pngWarning:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
BrightnessScaleHDR <float>
A simple intensity multiplier used when compiling HDR lighting.
  • SunSpreadAngle:
SpreadAngle <float>
The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.

Inputs

There are no inputs.

Outputs

There are no outputs.

See also

External links