Template:KV Light: Difference between revisions

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m (Replaced appearances table with template)
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; Appearances
; Appearances
:{| class=standard-table
: {{light appearances}}
! Literal Value || Description || Sequence || Preview
|-
| 0 || Normal || <code>m</code> || [[File:sequence_0.gif]]
|-
| 10 || Fluorescent flicker || <code>mmamammmmammamamaaamammma</code> || [[File:sequence_10.gif]]
|-
| 2 || Slow, strong pulse || <code>abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba</code> || [[File:sequence_2.gif]]
|-
| 11 || Slow pulse, noblack || <code>abcdefghijklmnopqrrqponmlkjihgfedcba</code> || [[File:sequence_11.gif]]
|-
| 5 || Gentle pulse || <code>jklmnopqrstuvwxyzyxwvutsrqponmlkj</code> || [[File:sequence_5.gif]]
|-
| 1 || Flicker A || <code>mmnmmommommnonmmonqnmmo</code> || [[File:sequence_1.gif]]
|-
| 6 || Flicker B || <code>nmonqnmomnmomomno</code> || [[File:sequence_6.gif]]
|-
| 3 || Candle A || <code>mmmmmaaaaammmmmaaaaaabcdefgabcdefg</code> || [[File:sequence_3.gif]]
|-
| 7 || Candle B || <code>mmmaaaabcdefgmmmmaaaammmaamm</code> || [[File:sequence_7.gif]]
|-
| 8 || Candle C || <code>mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa</code> || [[File:sequence_8.gif]]
|-
| 4 || Fast strobe || <code>mamamamamama</code> || [[File:sequence_4.gif]]
|-
| 9 || Slow strobe || <code>aaaaaaaazzzzzzzz</code> || [[File:sequence_9.gif]]
|-
| 12 {{not in FGD}} || Underwater light mutation || <code>mmnnmmnnnmmnn</code> || [[File:sequence_12.gif]]
|}

Revision as of 06:16, 27 July 2011

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.
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.
Appearances
Template:Light appearances