Light directional: Difference between revisions

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(Created page with '{{l4d point|light_directional}}<br> {{l4d2 point|light_directional}} == Entity description == A directional light with no falloff. Similar to sunlight in light_environment. …')
 
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{{l4d point|light_directional}}<br>
{{l4d brush|light_directional}}<br>
{{l4d2 point|light_directional}}
{{l4d2 brush|light_directional}}


== Entity description ==
== Entity description ==
A directional light with no falloff. Similar to sunlight in [[light_environment]].
A brush entity that prevents detail sprites from being placed inside its volume.


== Keyvalues ==
== Keyvalues ==
* {{KV Angles}}
* {{KV Targetname}}
 
* {{KV Parentname}}
* {{ScrollBox|title=Pitch|
; Pitch <code><[[integer]]></code>
: The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
}}
 
* {{ScrollBox|title=Brightness|noscroll=true|
; Brightness <code><[[color255]] + [[int]]></code>
: The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
; BrightnessHDR <code><[[color255]] + [[int]]></code>
: 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!}}
; BrightnessScaleHDR <code><[[float]]></code>
: A simple intensity multiplier used when compiling HDR lighting.
}}
 
* {{ScrollBox|title=SunSpreadAngle|
; SpreadAngle <code><[[float]]></code>
: The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.
}}


== Inputs ==
== Inputs ==
''There are no inputs.''
* {{I Targetname}}
* {{I Parentname}}


== Outputs ==
== Outputs ==
''There are no outputs.''
* {{O Targetname}}


== See also ==
== See also ==
* [[light_environment]]
* [[detail_props]]
* [[shadow_control]]
* [[Skybox (2D)]]
 
* [[light]]
* [[light_spot]]
* [[point_spotlight]]
 
* [[beam_spotlight]]
* [[env_sprite]]


== External links ==
== External links ==


[[category:Left 4 Dead 2]]
[[category:Left 4 Dead 2]]

Revision as of 05:57, 24 July 2010

Template:L4d brush
Template:L4d2 brush

Entity description

A brush entity that prevents detail sprites from being placed inside its volume.

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

See also

External links