Light directional: Difference between revisions

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{{l4d series point|light_directional}}
{{base point|light_directional|internal=true|since=Left 4 Dead}} It is a directional light with no falloff, similar to [[light_environment]].


== Entity description ==
{{bug|Non-functional in [[Alien Swarm]].}}
[[File:light_environment.png|left|link=]]
A directional light with no falloff. Similar to sunlight in [[light_environment]].
{{clr}}


== Keyvalues ==
== Keyvalues ==
{{KV|Pitch|integer|The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.}}
{{KV|Pitch|integer|The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.}}
{{KV|Brightness|color255|The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.}}
{{KV|Brightness|color255|The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.}}

Revision as of 09:52, 26 June 2011

Template:Base point It is a directional light with no falloff, similar to light_environment.

Icon-Bug.pngBug:Non-functional in Alien Swarm.  [todo tested in ?]

Keyvalues

Pitch ([todo internal name (i)]) <integer>
The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
Brightness ([todo internal name (i)]) <color255>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
BrightnessHDR ([todo internal name (i)]) <color255>
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 ([todo internal name (i)]) <float>
Amount to scale the light by when compiling for HDR.
SpreadAngle ([todo internal name (i)]) <float>
The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.
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.