Template:KV Light: Difference between revisions

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m (Replaced 'a recent patch' by patch number)
(→‎Appearances: Got rid of the passage about lighting glitches in CSGO.)
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=== Appearances ===
=== Appearances ===
{{light appearances}}
{{light appearances}}
{{bug|When setting an appearance or setting a light to dynamic in CS:GO, you will get lighting glitches. Set the light back to static to fix this issue. Alternately you can add a [[env_cascade_lighting|env_cascade_light]] and then kill it on map spawn via [[logic_auto]] to be able to use dynamic lights}}
{{note|[http://blog.counter-strike.net/index.php/2017/05/18684/ Patch 1.35.7.9] claims to have fixed the issue, however bugs are still visible in some situations.}}

Revision as of 20:45, 7 June 2017

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.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.
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.
Icon-Bug.pngBug:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.  [todo tested in ?]
Hard falloff <bool>
Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.

Appearances

Template:Light appearances