Template:Archived Page History/Light environment/en: Difference between revisions
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Note:The properties of this entity apply to the whole map. Using more than 1 entity for areas with a skybox toolsskybox texture does not create errors provided If all instances of light_environment have identical info. It is pointless to have more than 1 though.
Tip:Use with env_sun and shadow_control.
Note:The
Bug:You can have only one light_environment and toggle it. Other will not work. [todo tested in ?]
Bug:Ambient light can't be toggle. [todo tested in ?]
Bug:Ambient light doesn't work with custom appearance. [todo tested in ?]
Bug:If your light_environment have a name - env_cascade_light will not display shadows on world geometry. [todo tested in ?]
Bug:With custom appearance env_cascade_light will not display shadows on world geometry. [todo tested in ?]
Note:Specified or user language subpage unknown or nonexistent, showing en
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{{KV|AmbientHDR|intn=_ambientHDR|color255 + int|Override for ''Ambient'' when compiling HDR lighting. Defaults to <code>-1 -1 -1 1</code>, which means "same as LDR".}} | {{KV|AmbientHDR|intn=_ambientHDR|color255 + int|Override for ''Ambient'' when compiling HDR lighting. Defaults to <code>-1 -1 -1 1</code>, which means "same as LDR".}} | ||
{{KV|AmbientScaleHDR|intn=_AmbientScaleHDR|float|Amount to scale the ambient light by when compiling for HDR.}} | {{KV|AmbientScaleHDR|intn=_AmbientScaleHDR|float|Amount to scale the ambient light by when compiling for HDR.}} | ||
{{KV|SunSpreadAngle|intn=SunSpreadAngle|float|The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 3 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds. Try 90 for hazy days, and use 135 for cloudy days, rain and fog. A value of 1 can help reduce aliasing on sunny days without making shadows | {{KV|SunSpreadAngle|intn=SunSpreadAngle|float|The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 3 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds. Try 90 for hazy days, and use 135 for cloudy days, rain and fog. A value of 1 can help reduce aliasing on sunny days without making shadows too indistinct. If you're trying a night atmosphere, sometimes you'll need up to 180.<br>You'll also have to turn down the shadow alpha in your <code>shadow_control</code> entity - try changing the Shadow Color variable to something such as 50 50 50.|since=EP2}} | ||
[[File:Sunspreadangle_preview.gif|thumb|350px|Different SunSpreadAngle values. The quality of the soft shadows depend on compile options as well. Click to show animated preview.]] | [[File:Sunspreadangle_preview.gif|thumb|350px|Different SunSpreadAngle values. The quality of the soft shadows depend on compile options as well. Click to show animated preview.]] | ||
{{KV|Specular Color|intn=specularcolor|color255|Color of the light that reflects off of certain surfaces. (i.e. water).|only={{Insurgency}}{{doi}}}} | {{KV|Specular Color|intn=specularcolor|color255|Color of the light that reflects off of certain surfaces. (i.e. water).|only={{Insurgency}}{{doi}}}} |
Revision as of 15:17, 23 February 2024
It casts parallel directional lighting from the toolsskybox texture to approximate the light cast from the Sun or Moon.



light_environment
still inherits most properties from the basic light entity. This means that the light_environment
can be named (by adding the targetname
keyvalue with SmartEdit off) and even disabled/enabled, although it will look very crude as vanilla VRAD does not calculate bounced lighting for named lights. Furthermore, there is a bug in games other than CS:GO where light from a named light_environment
on static props will break when the light is changed.




Skybox lighting

Keyvalues
- Pitch (pitch) <angle>
- Overrides the pitch value in Angles, even if left at 0, so it needs to be specified. Contrary to Angles, the rotation of this pitch is measured counter-clockwise from the horizontal, so that 90 is straight up, while -90 is straight down. (It's simply the negative of a normal pitch value.)
- BrightnessHDR (_lightHDR) <color255 + int>
- Override for Brightness when compiling HDR lighting. Defaults to
-1 -1 -1 1
, which means "same as LDR".
- BrightnessScaleHDR (_lightscaleHDR) <float>
- Amount to scale the direct light by when compiling for HDR.
- AmbientHDR (_ambientHDR) <color255 + int>
- Override for Ambient when compiling HDR lighting. Defaults to
-1 -1 -1 1
, which means "same as LDR".
- AmbientScaleHDR (_AmbientScaleHDR) <float>
- Amount to scale the ambient light by when compiling for HDR.
- SunSpreadAngle (SunSpreadAngle) <float> (in all games since
)
- The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 3 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds. Try 90 for hazy days, and use 135 for cloudy days, rain and fog. A value of 1 can help reduce aliasing on sunny days without making shadows too indistinct. If you're trying a night atmosphere, sometimes you'll need up to 180.
You'll also have to turn down the shadow alpha in yourshadow_control
entity - try changing the Shadow Color variable to something such as 50 50 50.
- Specular Color (specularcolor) <color255> (only in
)
- Color of the light that reflects off of certain surfaces. (i.e. water).
- 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.
Flags
- Initially Dark : [1] !FGD
- Only works when the
light_environment
is named, and it must be added with SmartEdit off by putting in a 'spawnflags' key with a value of 1 as it is missing from Valve's FGD.