NewLights Spawner: Difference between revisions
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Warning:New lights use expensive gbuffer, that means that with this entity your scene rendering at least 5 times, which makes your level very expensive, considering that XenEngine uses 32-bit architecture and DirectX 9.5 rendering. In large quantities, new lights can greatly heat up your computer and also cause large FPS drops (depending on difficulty of your map and how your area open). Use wisely.
Important:This entity will remove old and spawn new lights after each save load. This entity for debugging only.
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[[File:NewLights_Spawner_jpgALT.jpg|570px||thumb|right|NewLighs_Spawner in perftest_glight.]] | |||
{{this is a|point entity|name=NewLights_Spawner|game=Black Mesa}} This entity creates client side new lights over a given area when it appears. Created new lights removes if this entity is removed from the level. Initially created to test new lighting system. For better understanding of this page - recommended at first familiarize yourself with new lights. | |||
{{warning|New lights use expensive [https://learnopengl.com/Advanced-Lighting/Deferred-Shading gbuffer], that means that with this entity your scene rendering at least 5 times, which makes your level very expensive, considering that [[XenEngine]] uses 32-bit architecture and [[DirectX_Versions|DirectX]] 9.5 rendering. In large quantities, new lights can greatly heat up your computer and also cause large FPS drops (depending on difficulty of your map and how your area open). Use wisely.}} | {{warning|New lights use expensive [https://learnopengl.com/Advanced-Lighting/Deferred-Shading gbuffer], that means that with this entity your scene rendering at least 5 times, which makes your level very expensive, considering that [[XenEngine]] uses 32-bit architecture and [[DirectX_Versions|DirectX]] 9.5 rendering. In large quantities, new lights can greatly heat up your computer and also cause large FPS drops (depending on difficulty of your map and how your area open). Use wisely.}} | ||
{{important|This entity will remove old and spawn new lights after each save load. This entity for debugging only.}} | {{important|This entity will remove old and spawn new lights after each save load. This entity for debugging only.}} | ||
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{{todo|Fix some stuff.}} | {{todo|Fix some stuff.}} | ||
{{back |Black Mesa Level Creation}} | {{back |Black Mesa Level Creation}} | ||
== Keyvalues == | == Keyvalues == |
Revision as of 08:46, 21 January 2025
NewLights_Spawner
is a point entity available in Black Mesa. This entity creates client side new lights over a given area when it appears. Created new lights removes if this entity is removed from the level. Initially created to test new lighting system. For better understanding of this page - recommended at first familiarize yourself with new lights.


Represented by class CNewLightsSpawner
.
Todo: Fix some stuff.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- LightType (LightType) <choices>
- Type of new lights that will create NewLights_Spawner.
- 0: Point Light
- 1: Spot Light
- NumLights (NumLights) <integer>
- Amount of new lights that will be spawned.
- NumLightsInRow (NumLightsInRow) <integer>
- Amount of new lights that will spawn in each row.
- ColSpacing (ColSpacing) <float>
- Col spacing.
- RandomColor (RandomColor) <choices>
- If yes - new lights will use random colors. If no - new lights will use chosen color.
- 0: No
- 1: Yes
- SpawnDir_Right (SpawnDir_Right) <vector>
- Spawn direction.
- 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: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:This is one of the parameters that affects performance in the game. Smaller values allow you to process less geometry and save performance.
Important:Range is limited, the limit depends on intensity value. Do not use values bigger than the intensity value allows.
Examples
See also
- newLight_Point - point deferred light entity.
- newLight_Spot - spot deferred light entity.
- env_lensflare - cinematic dynamic lens flare.
- newLight_Dir - directional sun light with godrays only.
- newLights_settings - entity that changes deferred light settings.
- godrays_settings - entity that changes godrays settings.
- env_cascade_light - deferred cascade sun light entity.
- New Lights Editor - in game deferred lights editor.
- Effect flags - effects flags, some of them are dynamic light effects.
- BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
- BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about
Xengine.