NewLights settings: Difference between revisions

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== See also ==
== See also ==
* {{ent|godrays_settings}}
* {{ent|newLight_Dir}} - directional sun light with godrays only.
* {{ent|newLight_Point}}
* {{ent|NewLights_Spawner}} - spawner of deferred point lights.
* {{ent|newLight_Spot}}
* {{ent|env_lensflare}} - cinematic dynamic lens flare.
* {{ent|env_lensflare}}
* {{ent|newLight_Spot}} - spot deferred light entity.
* {{ent|newLight_Dir}}
* {{ent|newLights_point}} - point deferred light entity.
* {{ent|env_cascade_light}}
* {{ent|godrays_settings}} - entity that changes godrays settings.
* [[Lighting]]
* {{ent|env_cascade_light}} - deferred cascade sun light entity.
* [[Adding Light]]
* [[New Lights Editor]] - in game deferred lights editor.
* [[Intermediate Lighting]]
* [[Effect flags]] - effects flags, some of them are dynamic light effects.
* [[Advanced Lighting]]
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] - page from Chetan (lead programmer for Black Mesa) about new lights.
* [[Effect flags]] (dynamic light effects)
* [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
* [[Tool textures]] (for Block light)
* [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] page from Chetan (lead programmer for Black Mesa) about {{xe|4}}.
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] (page from Black Mesa developer about new lights)
* [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] (page from Black Mesa developer about how a frame rendered)
* [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] (page from Black Mesa developer about Black Mesa engine, better known as [[Xengine]])
{{todo|Clean up english. Add more issues if you'll find.}}

Revision as of 06:33, 8 January 2025

NewLights_settings is a point entity available in Black Mesa Black Mesa. This entity uses to dynamically change some lighting settings for newLight_Spot and newLight_Point.

Represented by class CNewLightsSettings.

Tip.pngTip:You can change values dynamically via AddOutput input.
Black Mesa Level Creation

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

TargetNewLightEntity_Name (TargetNewLightEntity) <string>
Here you enter name of new light source for which you want to apply changes. Works with multiple lights if they have the same name.
TransitionTime (TransitionTime) <integer>
Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.
LightType (LightType) <choices>
Type of light source for which you want to apply settings. Entity will not apply settings for spot lights if selected Point Light and will not apply settings for point lights if selected Spot Light.
  • 0: Point Light
  • 1: Spot Light


Light Color (LightColor) <color255>
The RGB color of the light. Colors must be between 0 and 255.
Light Intensity (Intensity) <float>
Intensity/brightness of the light. It's RGB * intensity.
Note.pngNote:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
Range (Range) <float>
Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning.pngWarning:This is one of the parameters that affects performance in the game. Smaller values ​​allow you to process less geometry and save performance.
Icon-Important.pngImportant:Range is limited, the limit depends on intensity value. Do not use values ​​bigger than the intensity value allows.
Examples
Enabled (Enabled) <choices>
Sets light state on spawn, enabled or disabled.
  • 0: Enabled
  • 1: Disabled
Appearance (style) <integer choices>
Appearance presets.
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Tip.pngTip:Use new lights instead for lights with custom appearance, because static lightmapped lights reduces performance with this feature (especially near displacements).
Note.pngNote:Custom light styles are not possible.
Light Ambient Color (LightColorAmbient) <color255>
The RGB color of the shadows. Colors must be between 0 and 255.
Examples
SpecularMultiplier (SpecMultiplier) <float>
Specular multiplier. Sets intensity of new specular shader from this light source. It's RGB * Intensity * SpecularMultiplier. 0 means disabled.
Examples


falloffConstant (falloffConstant) <integer> !FGD Obsolete
Deprecated.
Constant value (can work only if old falloff is enabled).
falloffLinear (falloffLinear) <integer> !FGD Obsolete
Deprecated.
Linear value (can work only if old falloff is enabled).
falloffQuadratic (falloffQuadratic) <integer> !FGD Obsolete
Deprecated.
Quadratic value (can work only if old falloff is enabled).
OuterAngle (phi) <float>
Outer angle for spot light.
Warning.pngWarning:This affect shadow quality, less is better.
Icon-Important.pngImportant:Don't use values 180 and higher, this will make shadows and lighting broken.
InnerAngle (theta) <float>
Inner angle value for spot light.
Warning.pngWarning:Using values higher than in OuterAngle will not make ShadowFOV value higher. This will result in broken shadows.
AngularFallOff (angularFallOff) <float>
Angular falloff value.
Examples
Note.pngNote:Results depend on values of OuterAngle and InnerAngle.

Inputs

InputApplySettings <void>
Triggers the entity to apply the settings.

See also