Light spot: Difference between revisions

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{{wrongtitle|title=light_spot}}
[[File:Light spot.gif|left]] {{base_point}} It is a cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity. {{wrongtitle|title=light_spot}} __NOTOC__
{{base_point}}


==Entity Description==
{{note|When using this entity it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.}}


[[Image:{{PAGENAME}}.gif|left]]A cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.
==See Also==
 
{{note|When using this entity, it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.}}
;
 
{{Light NameInfo}}


==See Also==
* [[light]] and [[point_spotlight]]
* [[light]] and [[point_spotlight]]
* [[List_of_entities#Light_Entities|Light entities]]
* [[Lighting]]
* '''Tutorial:''' [http://www.editlife.net/tutorials.php?id=15 Quadratic/Linear/Constant in Lights]
* [[Adding Light]]
 
* [[Intermediate Lighting]]
{{clr}}
* [[Advanced Lighting]]
* [[Tool textures]] (for Block light)


==Keyvalues==
==Keyvalues==


* {{KV Targetname| targetname add={{Light NameWarning}}}}
; Entity to point at <code><[[targetname]]></code>
 
: The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
* {{KV Angles}} This will control the direction the light points at.
; Inner (bright) angle <code><[[int]]></code>
 
; Outer (fading) angle <code><int></code>
* {{Kv shadowcast}}
: The angles of the spotlight beam.
 
; Focus <code><int></code>
* '''_inner_cone'''
: {{todo}}
: <integer> This is the inner focus of the light, or the edge of the brightest part of the light. It will fade from here out to the edge of the light cone.
; Maximum Distance <code><int></code>
 
: Distance the light is allowed to cast in inches. {{todo|Relationship with 50%/0% falloff distances?}}
* '''_cone'''
; Pitch <code><int></code>
: <integer>
: Used instead of Pitch Yaw Roll's value for reasons unknown.
 
{{KV Light}}
* {{KV Light}}
{{Kv shadowcast}}
{{KV Angles}}
{{KV Targetname| targetname add={{Light NameWarning}}}}


==Flags==
==Flags==


* 1 : Initially Off
* Initially Off


==Inputs==
==Inputs==


* '''TurnOn'''
; <code>TurnOn</code>
: Turns the light on.
; <code>TurnOff</code>
; <code>Toggle</code>
: Control the light's state.
; <code>SetPattern <[[string]]></code>
: Sets the light's custom appearance to the input's parameters.
; <code>FadeToPattern <string></code>
: Fades from the light's old  custom appearance to the new one.
{{I Targetname}}


* '''TurnOff'''
== Outputs ==
: Turns the light off.
 
* '''Toggle'''
: Toggles the light on or off.
 
* '''SetPattern'''
: Sets the light's custom appearance to the input's parameters.


* '''FadeToPattern'''
{{O Targetname}}
: Fades from the light's old pattern to the new one.

Revision as of 11:59, 20 July 2009

Light spot.gif

Template:Base point It is a cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity. Template:Wrongtitle

Note.pngNote:When using this entity it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.

See Also

Keyvalues

Entity to point at <targetname>
The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
Inner (bright) angle <int>
Outer (fading) angle <int>
The angles of the spotlight beam.
Focus <int>
[Todo]
Maximum Distance <int>
Distance the light is allowed to cast in inches.
Todo: Relationship with 50%/0% falloff distances?
Pitch <int>
Used instead of Pitch Yaw Roll's value for reasons unknown.
Appearance (lightstyle) (style) <integer choices>
Various lightstyle presets. Cannot be used on named lights.
Warning.pngWarning:Using this parameter near displacements reduces performance!
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 !FGD Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
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.

Internal keyvalues used only by VRAD:

Brightness (_light) <color255 + int>
The RGB color of the light, and a multiplicative scalar for brightness (applied after gamma correction). Colors should be between 0 and 255; brightness can be anything (even absent). If only one value is provided, light will be greyscale.
Note.pngNote:Brightness values below zero are clamped; this can be fixed by modifying VRAD.
Cpp.pngCode Fix:In 🖿utils/vrad/lightmap.cpp, look for the comment saying "// make sure light is legal", then remove the following if statement, including all its contents.
BrightnessHDR (_lightHDR) <color255 + int>
RGB color and 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 (_lightHDRscale) <float>
A simple intensity multiplier used when compiling HDR lighting.
Note.pngNote:Unlike _light and _lightHDR, negative values are supported. Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole. Since this only applies to HDR mode, it should be reserved for games that don't officially support disabling HDR.
Constant (_constant_attn) <float>
Linear (_linear_attn) <float>
Quadratic (_quadratic_attn) <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 (_fifty_percent_distance) <float>
0 percent falloff distance (_zero_percent_distance) <float>
Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Icon-Bug.pngBug:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
Hard falloff (_hardfalloff) <boolean>
Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
Cast entity shadows (_castentityshadow) <boolean> (in all games since Left 4 Dead) (also in Garry's Mod)
Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Note.pngNote:This keyvalue may not be available in some FGDs.
Shadow cast offset (_shadoworiginoffset) <vector> (in all games since Left 4 Dead)
A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default 0 0 0.
Note.pngNote:This keyvalue may not be available in some FGDs.

Template:Kv shadowcast

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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

Flags

  • Initially Off

Inputs

TurnOn
TurnOff
Toggle
Control the light's state.
SetPattern <string>
Sets the light's custom appearance to the input's parameters.
FadeToPattern <string>
Fades from the light's old custom appearance to the new one.


Outputs