Template:KV Light: Difference between revisions

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m (Added to Keyvalue Templates category)
(Moved light appearance table to to keyvalue)
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:{{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}}}
:{{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}}}
{{KV|BrightnessScaleHDR (_lightHDRscale)|float|A simple intensity multiplier used when compiling HDR lighting.}}
{{KV|BrightnessScaleHDR (_lightHDRscale)|float|A simple intensity multiplier used when compiling HDR lighting.}}
{{KV|Appearance (style)|choices|Various Custom Appearance ([[#Appearances|see below]]) presets.  
{{KV|Appearance (style)|choices|Various Custom Appearance presets.
{{light appearances}}
{{KV|Custom Appearance (pattern)|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]].}}
{{KV|Custom Appearance (pattern)|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 (_constant_attn) <code><float></code>
; Constant (_constant_attn) <code><float></code>
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{{KV|Shadow cast offset (_shadoworiginoffset)|vector|A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default <code>0 0 0</code>.
{{KV|Shadow cast offset (_shadoworiginoffset)|vector|A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default <code>0 0 0</code>.
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D}}
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D}}
 
<noinclude>[[Category:Keyvalue Templates|Light]]</noinclude>
=== Appearances ===
{{light appearances}}<noinclude>[[Category:Keyvalue Templates|Light]]</noinclude>

Revision as of 07:52, 8 March 2020

Light:
Brightness (_light) ([todo internal name (i)]) <color255 + int>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
BrightnessHDR (_lightHDR) ([todo internal name (i)]) <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 (_lightHDRscale) ([todo internal name (i)]) <float>
A simple intensity multiplier used when compiling HDR lighting.
Appearance (style) ([todo internal name (i)]) <choices>
Various Custom Appearance presets.

Template:Light appearances

Custom Appearance (pattern) ([todo internal name (i)]) <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 (_constant_attn) <float>
Linear (_linear_attn) <float>
Quadratic (_quadratic_attn) <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 (_fifty_percent_distance) <string>
0 percent falloff distance (_zero_percent_distance) <string>
Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Icon-Bug.pngBug:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.  [todo tested in ?]
Hard falloff (_hardfalloff) ([todo internal name (i)]) <boolean>
Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
Cast entity shadows (_castentityshadow) ([todo internal name (i)]) <boolean> (in all games since Left 4 Dead) (also in Garry's Mod)
Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Note.pngNote:This keyvalue may not be available in some FGDs.
Shadow cast offset (_shadoworiginoffset) ([todo internal name (i)]) <vector> (in all games since Left 4 Dead)
A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default 0 0 0.
Note.pngNote:This keyvalue may not be available in some FGDs.