Light directional: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (In fact, it does.)
Line 1: Line 1:
{{base point|light_directional|internal=true|since=Left 4 Dead}} It is a directional light with no falloff, similar to [[light_environment]].
{{base point|light_directional|internal=true|since=Left 4 Dead}} It is a directional light with no falloff, similar to the direct lighting of [[light_environment]].
 
{{bug|Non-functional in [[Alien Swarm]].}}


== Keyvalues ==
== Keyvalues ==

Revision as of 19:41, 13 November 2011

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

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.