Light directional: Difference between revisions

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== Entity description ==
== Entity description ==
[[File:light_environment.png|left|link=]]
A directional light with no falloff. Similar to sunlight in [[light_environment]].
A directional light with no falloff. Similar to sunlight in [[light_environment]].
{{clr}}


== Keyvalues ==
== Keyvalues ==
* {{KV Angles}}
{{KV|Pitch|integer|The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.}}
 
{{KV|Brightness|color255|The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.}}
* {{ScrollBox|title=Pitch|
{{KV|BrightnessHDR|color255|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!}}}}
; Pitch <code><[[integer]]></code>
{{KV|BrightnessScaleHDR|float|Amount to scale the light by when compiling for HDR.}}
: The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
{{KV|SpreadAngle|float|The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.}}
}}
{{KV Angles}}
 
* {{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 ==
''There are no inputs.''
 
== Outputs ==
''There are no outputs.''
 
== See also ==
* [[light_environment]]
* [[shadow_control]]
* [[Skybox (2D)]]
 
* [[light]]
* [[light_spot]]
* [[point_spotlight]]
 
* [[beam_spotlight]]
* [[env_sprite]]
 
== External links ==
 
[[category:Left 4 Dead 2]]
[[category:Lightning]]

Revision as of 23:08, 10 June 2011

Template:L4d series point

Entity description

Light environment.png

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

Keyvalues

Pitch ([todo internal name (i)]) <integer>
The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
Brightness ([todo internal name (i)]) <color255>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
BrightnessHDR ([todo internal name (i)]) <color255>
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 ([todo internal name (i)]) <float>
Amount to scale the light by when compiling for HDR.
SpreadAngle ([todo internal name (i)]) <float>
The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.
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.