Light surface (GoldSrc): Difference between revisions
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) No edit summary |
SirYodaJedi (talk | contribs) |
||
Line 17: | Line 17: | ||
{{kv|intn=_scale|Emission scale|float|1 is default, 0 is non-emissive.}} | {{kv|intn=_scale|Emission scale|float|1 is default, 0 is non-emissive.}} | ||
{{kv|intn=_chop|Sample grid size|float|In units; not affected by texture scale}} | {{kv|intn=_chop|Sample grid size|float|In units; not affected by texture scale}} | ||
{{kv|intn=_texlightgap|Dark gap in front of texlight|In texels; size of gap between surface and light.}} | {{kv|intn=_texlightgap|Dark gap in front of texlight|float|In texels; size of gap between surface and light.}} | ||
{{kv|intn=_fast|Fast mode|integer choices|{{clarify}}}} | {{kv|intn=_fast|Fast mode|integer choices|{{clarify}}}} | ||
:* 0, absent, or null - Automatic | :* 0, absent, or null - Automatic | ||
Line 23: | Line 23: | ||
:* 2 - Fast disabled | :* 2 - Fast disabled | ||
{{kv|intn=convertto|Classname in game|string|[[HLRAD]] will rename this entity after compiling so that it can be recognized by the game.}} | {{kv|intn=convertto|Classname in game|string|[[HLRAD]] will rename this entity after compiling so that it can be recognized by the game.}} | ||
== Flags == | == Flags == | ||
{{fl|1|Start off}} | {{fl|1|Start off}} | ||
{{fl|2048|Not in Deathmatch|{{confirm}}}} | {{fl|2048|Not in Deathmatch|{{confirm}}}} |
Revision as of 12:26, 21 January 2025
light_surface
is an internal point entity available in VHLT. It is used to create a texlight that can be toggled or animated like a regular light entity, and is converted to light or light_spot after HLRAD is done compiling.
Keyvalues
Todo: fill out specific keys
- 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.
- 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.
ZHLT light source:
- 0 : Default
- 1 : Inverse Linear
- 2 : Inverse Square
- Texture name (_tex) <texture>
- Filter max distance (_frange) <float>
- max distance from face center to this entity
- Filter max dist to plane (_fdist) <float>
- max distance from face plane to this entity
- Filter entity classname (_fclass) <classname>
- Only cast this texlight from brush faces on entities with this classname.
- Filter entity name (_fclass) <targetname>
- Only cast this texlight from brush faces on entities with this targetname.
- Color (_texcolor) <color255>
- Average color of texture used in bounce calculations, as well as when
_light
is set to255 255 255
.
- Inner (bright) angle (_cone) <float>
- Default 90
- Outer (fading) angle (_cone2) <float>
- Default 90
- Emission scale (_scale) <float>
- 1 is default, 0 is non-emissive.
- Sample grid size (_chop) <float>
- In units; not affected by texture scale
- Dark gap in front of texlight (_texlightgap) <float>
- In texels; size of gap between surface and light.
- Fast mode (_fast) <integer choices>
- [Clarify]
- 0, absent, or null - Automatic
- 1 - Fast enabled
- 2 - Fast disabled
- Classname in game (convertto) <string>
- HLRAD will rename this entity after compiling so that it can be recognized by the game.
Flags
- Start off : [1]
- Not in Deathmatch : [2048]
- [confirm]