Template:Archived Page History/Light environment/en: Difference between revisions
Jump to navigation
Jump to search
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
Counter-Strike: Global Offensive where light from a named
Bug:You can have only one light_environment and toggle it. Others will not work. [todo tested in ?]
Bug:Ambient light can't be toggled and doesn't work with custom appearances. [todo tested in ?]
Bug:If you use light_environment with a env_cascade_light, light_environment's shadows will not display on world geometry. [todo tested in ?]
Bug:With a 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
SirYodaJedi (talk | contribs) m (→Keyvalues) |
mNo edit summary |
||
Line 3: | Line 3: | ||
{{Note|The properties of this entity apply to the whole map. Using more than 1 entity for areas with a skybox [[Tool textures#Sky(boxes) and fog|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.}} | {{Note|The properties of this entity apply to the whole map. Using more than 1 entity for areas with a skybox [[Tool textures#Sky(boxes) and fog|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 {{ent|env_sun}} and {{ent|shadow_control}}.}} | {{Tip|Use with {{ent|env_sun}} and {{ent|shadow_control}}.}} | ||
{{Note|The <code>light_environment</code> still inherits most properties from the basic {{ent|light}} entity. This means that the <code>light_environment</code> can be named (by adding the <code>targetname</code> 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 | {{Note|The <code>light_environment</code> still inherits most properties from the basic {{ent|light}} entity. This means that the <code>light_environment</code> can be named (by adding the <code>targetname</code> 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 {{csgo|4.1}} where light from a named <code>light_environment</code> on static props will break when the light is changed.}} | ||
{{bug|You can have '''only''' one [[light_environment]] and toggle it. | {{bug|You can have '''only''' one [[light_environment]] and toggle it. Others will not work.}} | ||
{{bug|Ambient light can't be | {{bug|Ambient light can't be toggled and doesn't work with custom appearances.}} | ||
{{bug|If you use [[light_environment]] with a {{ent|env_cascade_light}}, [[light_environment]]'s shadows will not display on world geometry.}} | |||
{{bug|If | {{bug|With a custom appearance, {{ent|env_cascade_light}} will not display shadows on world geometry.}} | ||
{{bug|With custom appearance | |||
== Skybox lighting == | == Skybox lighting == |
Revision as of 12:44, 29 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 
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.
- Suggested starting values:
- 1 - Sunny day; reduces aliasing on low-res lightmaps without increasing prominence of penumbras, and subtly softens high-res lightmaps.
- 3 - Slightly overcast, but still sunny
- 5 - Valve's recommended starting value
- 90 - Hazy day
- 135 - Cloudy, rainy, and or foggy day
- 180 - Nighttime
- You'll also have to turn down the shadow alpha in your
shadow_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.