Light deferred: Difference between revisions

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{{this is a|name=light_deferred|e0|game=asd}}, and other games that use it's source code
{{this is a|name=light_deferred|e0|game=asd}}, and other games that use it's source code. It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a {{ent|light}} and a {{ent|light_spot}}. For most optimal light placing use the game's built-in [[Light editor]].


For most optimal light placing use the game's built-in [[Light editor]].
{{confirm|Does this entity also exists in {{p2d|4}}?}}
{{confirm|Does this entity also exists in {{p2d|4}}?}}
It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a {{ent|light}} and a {{ent|light_spot}}
{{clr-left}}
{{clr-left}}



Revision as of 14:04, 9 February 2024

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light_deferred is an e0 available in Alien Swarm Deferred Alien Swarm Deferred.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{asd}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Alien Swarm Deferred.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

, and other games that use it's source code. It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a light and a light_spot. For most optimal light placing use the game's built-in Light editor.

Confirm:Does this entity also exists in Portal 2: Desolation Portal 2: Desolation?

Keyvalues

Todo: Add images!
Color diffuse (diffuse) <color255 + int>
Sets the light's color and brightness.
Color ambient (ambient) <color255 + int>
Sets the light's ambient color and brightness.
Color Radius (radius) <float>
Set's how much of the world should it light.
Color Falloff powert (power) <float>
[Todo]
Spotlight cone innert (spot_cone_inner) <float>
[Todo]
Spotlight cone outer (spot_cone_outer) <float>
[Todo]
Visible distance (vis_dist) <integer>
[Todo]
Visible fade range (vis_range) <integer>
[Todo]
Shadow distance (shadow_dist) <integer>
[Todo]
Shadow fade range (shadow_range) <integer>
[Todo]
Cookie texture (cookietex) <string>
Path to vtf that should be projected.
Lightstyle seed (style_seed) <integer>
[Todo]
Lightstyle amount (style_amt) <float>
[Todo]
Lightstyle speed (style_speed) <float>
[Todo]
Lightstyle smoothing (style_smooth) <float>
[Todo]
Lightstyle random (style_random) <float>
[Todo]


Light type (style) <choices>
Set's different light types.
Point : [0]
Make the light sine in all directions.
Spot : [1]
Make it a spotlight.

Flags

Enabled : [1]
Turns the light on.
Enable shadow : [2]
Enables dynamic shadows
Enable cookie : [4]
Enables cookie texture casting.
Enable volumetrics : [8]
Enables realtime volumetric lighting.
Enable lightstyle : [16]
Enables lightstyles
Todo: what does this actually do?

Inputs

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Outputs

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See also