Light directional: Difference between revisions
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{{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]]. | {{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]]. | ||
NOTE: As with a light_environment, a light_directional is only emitted from geometry covered with the skybox tool texture. | |||
== Keyvalues == | == Keyvalues == |
Revision as of 03:55, 19 April 2014
Template:Base point It is a directional light with no falloff, similar to the direct lighting of light_environment.
NOTE: As with a light_environment, a light_directional is only emitted from geometry covered with the skybox tool texture.
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: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.