Template:KV Light: Difference between revisions
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(Added default sequence strings, found in world.cpp) |
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; Appearances | ; Appearances | ||
:{| class=standard-table | :{| class=standard-table | ||
! Literal Value || Description || Sequence | ! Literal Value || Description || Sequence | ||
|- | |- | ||
| 0 || Normal || | | 0 || Normal || <code>m</code> | ||
|- | |- | ||
| 10 || | | 10 || Fluorescent flicker || <code>mmamammmmammamamaaamammma</code> | ||
|- | |- | ||
| 2 || Slow, strong pulse || | | 2 || Slow, strong pulse || <code>abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba</code> | ||
|- | |- | ||
| 11 || Slow pulse, noblack || | | 11 || Slow pulse, noblack || <code>abcdefghijklmnopqrrqponmlkjihgfedcba</code> | ||
|- | |- | ||
| 5 || Gentle pulse || | | 5 || Gentle pulse || <code>jklmnopqrstuvwxyzyxwvutsrqponmlkj</code> | ||
|- | |- | ||
| 1 || Flicker A || | | 1 || Flicker A || <code>mmnmmommommnonmmonqnmmo</code> | ||
|- | |- | ||
| 6 || Flicker B || | | 6 || Flicker B || <code>nmonqnmomnmomomno</code> | ||
|- | |- | ||
| 3 || Candle A || | | 3 || Candle A || <code>mmmmmaaaaammmmmaaaaaabcdefgabcdefg</code> | ||
|- | |- | ||
| 7 || Candle B || | | 7 || Candle B || <code>mmmaaaabcdefgmmmmaaaammmaamm</code> | ||
|- | |- | ||
| 8 || Candle C || | | 8 || Candle C || <code>mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa</code> | ||
|- | |- | ||
| 4 || Fast strobe || | | 4 || Fast strobe || <code>mamamamamama</code> | ||
|- | |- | ||
| 9 || Slow strobe || | | 9 || Slow strobe || <code>aaaaaaaazzzzzzzz</code> | ||
|- | |||
| 12 {{not in FGD}} || Underwater light mutation || <code>mmnnmmnnnmmnn</code> | |||
|} | |} |
Revision as of 10:39, 26 July 2011
Light:
- 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: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.
- Appearance
<choices>
- Various Custom Appearance (see below) presets.
- Custom Appearance
<string>
- A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity. Applies only to lights with a targetname.
- Constant
<float>
- Linear
<float>
- Quadratic
<float>
- These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
- 50 percent falloff distance
<string>
- 0 percent falloff distance
<string>
- Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Hard falloff <bool>
- Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
- Appearances
Literal Value Description Sequence 0 Normal m
10 Fluorescent flicker mmamammmmammamamaaamammma
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj
1 Flicker A mmnmmommommnonmmonqnmmo
6 Flicker B nmonqnmomnmomomno
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
4 Fast strobe mamamamamama
9 Slow strobe aaaaaaaazzzzzzzz
12 !FGD Underwater light mutation mmnnmmnnnmmnn