Light (GoldSrc): Difference between revisions
		
		
		
		
		
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| SirYodaJedi (talk | contribs) mNo edit summary | SirYodaJedi (talk | contribs)  m (→Key Values) | ||
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| == Key Values == | == Key Values == | ||
| {{Hl1 kv target}} | {{Hl1 kv target}} | ||
| :{{note|If a light targets a entity, it becomes a spotlight, like [[light_spot]].}} | :{{note|If a light targets a entity, it becomes a spotlight, like [[light_spot (GoldSrc)]].}} | ||
| {{Hl1 kv targetname}} | {{Hl1 kv targetname}} | ||
| {{Hl1 kv light}} | {{Hl1 kv light}} | ||
Revision as of 19:54, 10 July 2024
light  is a   point entity  available in all  GoldSrc games. It's an invisible static light source, which can optionally be toggled or flicker.
 GoldSrc games. It's an invisible static light source, which can optionally be toggled or flicker.
Key Values
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
 Note:If a light targets a entity, it becomes a spotlight, like light_spot (GoldSrc). Note:If a light targets a entity, it becomes a spotlight, like light_spot (GoldSrc).
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
Light:
- Color + Brightness (_light) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast.
- Appearance (lightstyle) (style) <choices>
- Various lightstyle presets. Cannot be used on named lights.
- Lightstyle presets (epilepsy warning) - Literal Value - Description - Sequence - Preview - 0 - Normal - m   - 10 - Fluorescent flicker - mmamammmmammamamaaamammma   - 2 - Slow, strong pulse - abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba   - 11 - Slow pulse, noblack - abcdefghijklmnopqrrqponmlkjihgfedcba   - 5 - Gentle pulse - jklmnopqrstuvwxyzyxwvutsrqponmlkj   - 1 - Flicker A - mmnmmommommnonmmonqnmmo   - 6 - Flicker B - nmonqnmomnmomomno   - 3 - Candle A - mmmmmaaaaammmmmaaaaaabcdefgabcdefg   - 7 - Candle B - mmmaaaabcdefgmmmmaaaammmaamm   - 8 - Candle C - mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa   - 4 - Fast strobe - mamamamamama   - 9 - Slow strobe - aaaaaaaazzzzzzzz   - 12 - Underwater light mutation - mmnnmmnnnmmnn   - 63 - Testing (Off) !FGD - a   
- Custom Appearance (pattern) <string>
- A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Updates at 10 Hz. Requires light to have a targetname.
- Texlight (VHLT+) (_tex) <boolean>
- Treat this entity as an light_surface, using the specified texture as the emissive texture.
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
- Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
 Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with- zhlt_noclipenabled directly below this model's origin. Texture the top face with- black_HIDDEN, and the rest of the faces with- SKIP.
 Note:Not compatible with entities using the effect flag EF_INVLIGHT. Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the modelKV.
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
- 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles
Flags
- Initially dark : [1]
