Template:KV Light: Difference between revisions
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(Moved light appearance table to to keyvalue) |
Deprecated (talk | contribs) (Changed internal keyvalue names to use KV intn parameter) |
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{{ScrollBox|title=Light|noscroll=true| | {{ScrollBox|title=Light|noscroll=true| | ||
{{KV|Brightness | {{KV|Brightness|intn=_light|color255 + int|The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.}} | ||
{{KV|BrightnessHDR | {{KV|BrightnessHDR|intn=_lightHDR|color255 + int|Brightness override used in [[HDR]] mode. Default is <code>-1 -1 -1 1</code>, which means no change. | ||
:{{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 | {{KV|BrightnessScaleHDR|intn=_lightHDRscale|float|A simple intensity multiplier used when compiling HDR lighting.}} | ||
{{KV|Appearance | {{KV|Appearance|intn=style|choices|Various Custom Appearance presets. | ||
{{light appearances}} | {{light appearances}}}} | ||
{{KV|Custom Appearance | {{KV|Custom Appearance|intn=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|Constant|intn=_constant_attn|float}} | |||
{{KV|Linear|intn=_linear_attn|float}} | |||
{{KV|Quadratic|intn=_quadratic_attn|float|These three values determine how the intensity of the emitted light falls off over distance. See [[Constant-Linear-Quadratic Falloff]].}} | |||
{{KV|50 percent falloff distance|intn=_fifty_percent_distance)|string}} | |||
{{KV|0 percent falloff distance|intn=_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. | |||
: {{bug|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.}}}} | |||
{{KV|Hard falloff|intn=_hardfalloff|bool|Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.}} | |||
: {{bug|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.}} | {{KV|Cast entity shadows|intn=_castentityshadow|bool|Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also {{ent|shadow_control}}. | ||
{{KV|Hard falloff | |||
{{KV|Cast entity shadows | |||
: {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D|also=GMOD}} | : {{Note|This keyvalue may not be available in some [[FGD]]s.}}|since=L4D|also=GMOD}} | ||
{{KV|Shadow cast offset | {{KV|Shadow cast offset|intn=_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> | }}<noinclude>[[Category:Keyvalue Templates|Light]]</noinclude> |
Revision as of 07:47, 28 January 2021
Light:
- Brightness (_light) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR (_lightHDR) <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 (_lightHDRscale) <float>
- A simple intensity multiplier used when compiling HDR lighting.
- Appearance (style) <choices>
- Various Custom Appearance presets.
- 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) <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.
- Hard falloff (_hardfalloff) <boolean>
- Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
- Cast entity shadows (_castentityshadow) <boolean> (in all games since
) (also in
)
- 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:This keyvalue may not be available in some FGDs.
- Shadow cast offset (_shadoworiginoffset) <vector> (in all games since
)
- 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:This keyvalue may not be available in some FGDs.