Template:KV Light: Difference between revisions

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(some cleanup (but still messy))
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; _light <[[color255]] + [[int]]>
{{ScrollBox|title=Light|
: The color and brightness of the light. RGB colors need to be between 0 and 255. Brightness can be higher.
; Brightness <code><[[color255]] + [[int]]></code>
; style <choices>
: The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
: {{note|Applies only to lights with a [[targetname]].}}
; BrightnessHDR <code><[[color255]] + [[int]]></code>
: Various pattern pre-sets (see next item).
: Brightness override used in HDR mode. Default is <code>-1 -1 -1 1</code>, which means no change. {{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}
; pattern <[[string]]>
; BrightnessScaleHDR <code><[[float]]></code>
:{{note|Applies only to lights with a [[targetname]].}}
: A simple intensity multiplier used when compiling HDR lighting.
: A string of characters, like a sequence of piano keys, that define a pattern of brightness. '''a''' is dark and '''z''' is full intensity.
; Appearance <code><choices></code>
; [[Constant-Linear-Quadratic Falloff|_constant_attn]] <float>
: Various Custom Appearance (see below) presets. Applies only to lights with a [[targetname]].
: Influences the light spread to be more constant, by dimming near the source and brightening at the edges. Used in equation with Linear and Quadratic. (Learn more about constant, linear and quadratic attenuation [[Constant-Linear-Quadratic Falloff|here]].)
; Custom Appearance <code><[[string]]></code>
; [[Constant-Linear-Quadratic Falloff|_linear_attn]] <float>  
: A string of characters, like a sequence of piano keys, that define a pattern of brightness. '''a''' is dark and '''z''' is full intensity. Applies only to lights with a [[targetname]].
:Influences the light spread to decrease at a fixed rate. Used in equation with Constant and Quadratic. (Learn more about constant, linear and quadratic attenuation [[Constant-Linear-Quadratic Falloff|here]].)
; Constant <code><float></code>
; [[Constant-Linear-Quadratic Falloff|_quadratic_attn]] <float>
; Linear <code><float></code>
: Influences the light spread to decrease exponentially, i.e. faster as one moves away from the source. Used in equation with Constant and Linear. (Learn more about constant, linear and quadratic attenuation [[Constant-Linear-Quadratic Falloff|here]].)
; Quadratic <code><float></code>
; _distance <integer>
: These three values determine how the intensity of the emitted light falls off over distance. See [[Constant-Linear-Quadratic Falloff]].
: Stops the light emitted from reaching beyond this distance. Useful in cutting down compiling time by not making lights extend infinitely.
; 50 percent falloff distance <code><[[string]]></code>
; _lightHDR <[[color255]]>
; 0 percent falloff distance <code><[[string]]></code>
: BrightnessHDR. Defaults to <code>-1 -1 -1 1</code>, which tells the compiler to inherit from <code>_light</code>.
: Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
:{{warning|The final digit in the default string is positive. Entering four negative numbers will suck the light out of your entire map!}}
; Hard falloff <[[bool]]>
; _fifty_percent_distance <float>
: Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
: 50 percent falloff distance
}}
:Distance at which brightness should fall off to 50%. If set, overrides the Linear, Constant and Quadratic parameters.
; _zero_percent_distance <float>
: 0% falloff distance
:Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use.

Revision as of 11:44, 20 July 2009

Light:
Brightness <color255 + int>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
BrightnessHDR <color255 + int>
Brightness override used in HDR mode. Default is -1 -1 -1 1, which means no change.
Warning.pngWarning:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
BrightnessScaleHDR <float>
A simple intensity multiplier used when compiling HDR lighting.
Appearance <choices>
Various Custom Appearance (see below) presets. Applies only to lights with a targetname.
Custom Appearance <string>
A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity. Applies only to lights with a targetname.
Constant <float>
Linear <float>
Quadratic <float>
These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
50 percent falloff distance <string>
0 percent falloff distance <string>
Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Hard falloff <bool>
Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.