Template:KV Light: Difference between revisions
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Deprecated (talk | contribs) m (Added to Keyvalue Templates category) |
(Moved light appearance table to to keyvalue) |
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:{{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}}} | :{{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}}} | ||
{{KV|BrightnessScaleHDR (_lightHDRscale)|float|A simple intensity multiplier used when compiling HDR lighting.}} | {{KV|BrightnessScaleHDR (_lightHDRscale)|float|A simple intensity multiplier used when compiling HDR lighting.}} | ||
{{KV|Appearance (style)|choices|Various Custom Appearance | {{KV|Appearance (style)|choices|Various Custom Appearance presets. | ||
{{light appearances}} | |||
{{KV|Custom Appearance (pattern)|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]].}} | {{KV|Custom Appearance (pattern)|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 (_constant_attn) <code><float></code> | ; Constant (_constant_attn) <code><float></code> | ||
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{{KV|Shadow cast offset (_shadoworiginoffset)|vector|A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default <code>0 0 0</code>. | {{KV|Shadow cast offset (_shadoworiginoffset)|vector|A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default <code>0 0 0</code>. | ||
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D}} | : {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D}} | ||
<noinclude>[[Category:Keyvalue Templates|Light]]</noinclude> | |||
Revision as of 07:52, 8 March 2020
Light:
- Brightness (_light) ([todo internal name (i)]) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR (_lightHDR) ([todo internal name (i)]) <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 (_lightHDRscale) ([todo internal name (i)]) <float>
- A simple intensity multiplier used when compiling HDR lighting.
- Appearance (style) ([todo internal name (i)]) <choices>
- Various Custom Appearance presets.
- Custom Appearance (pattern) ([todo internal name (i)]) <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 (_constant_attn)
<float>
- Linear (_linear_attn)
<float>
- Quadratic (_quadratic_attn)
<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 (_fifty_percent_distance)
<string>
- 0 percent falloff distance (_zero_percent_distance)
<string>
- Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Cast entity shadows (_castentityshadow) ([todo internal name (i)]) <boolean> (in all games since
) (also in
)
- Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Note:This keyvalue may not be available in some FGDs.
- Shadow cast offset (_shadoworiginoffset) ([todo internal name (i)]) <vector> (in all games since
)
- A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default
0 0 0
. Note:This keyvalue may not be available in some FGDs.