Template:KV Light: Difference between revisions
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Bug:When setting an appearance or setting a light to dynamic in CS:GO, you will get lighting glitches. Set the light back to static to fix this issue. Alternately you can add a env_cascade_light and then kill it on map spawn via logic_auto to be able to use dynamic lights [todo tested in ?]
(added falloff bug (source is a mystery)) |
m (→Appearances) |
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=== Appearances === | === Appearances === | ||
{{light appearances}} | {{light appearances}} | ||
{{bug|When setting an appearance or setting a light to dynamic in CS:GO, you will get lighting glitches. Set the light back to static to fix this issue.}} | {{bug|When setting an appearance or setting a light to dynamic in CS:GO, you will get lighting glitches. Set the light back to static to fix this issue. Alternately you can add a [[env_cascade_lighting|env_cascade_light]] and then kill it on map spawn via [[logic_auto]] to be able to use dynamic lights}} | ||
Revision as of 08:31, 3 July 2016
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: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.