NewLight Point: Difference between revisions
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How far light source illuminates. Measured in Hammer Units.}} | How far light source illuminates. Measured in Hammer Units.}} | ||
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| [[File: | | [[File:L1.png | thumb | left | 520px | Range - 150]] | ||
| [[File: | | [[File:L2.png | thumb | left | 520px | Range - 300]] | ||
| [[File: | | [[File:L3.png | thumb | left | 520px | Range - 500]] | ||
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Revision as of 01:10, 25 August 2023
Template:BMS point It creates deferred rendering lighting.
Keyvalues
- Enabled (Enabled) <choices>
- Enable/Disable this Entity.
Determines if the light is off at level start.
- 0: Enabled
- 1: Disabled
- Appearance (FlareStyle) <choices>
- Template:Light appearances
- Light Color (LightColor) <color255>
- This is the color of the sunlight.
Determines color of light.
- Light Ambient Color (LightColorAmbient) <color255>
- This is the ambient color of the sunlight.
Determines color of shadows that light source creates.
- Light Intensity (Intensity) <float>
- RGB * Intensity.
Brightness of light.
- SpecularMultiplier (SpecMultiplier) <float>
- 0 to 1 RGB * Intensity * SpecularMultiplier.
Brightness of specular shader from this light source.
- Range (Range) <float>
- Range.
How far light source illuminates. Measured in Hammer Units.
Determines light type. Static - shadows are cast only by static part of world, prop_static and geometry, lighting does not update if it have parent (use if part that lighting your ligth source is always static and never changing). Stationary - shadows are cast by static part and dynamic part of world, lighting does not update if it have parent. Dynamic - shadows are cast by static part and dynamic part of world, lighting updating if it have parent (quite expensive, use only for moving light source).
Determines whether light source will cast shadows. Pay attention that default choices is No.
Determines quality of shadows. 1024 is very expensive, use it only in places where it's really needed, in most cases 512 is good alternative. Use 256 there you want to see blurry shadows, it's also most cheap.
Determines whether the given side lighting will display shadows.
Determines whether the given side lighting will display shadows.
Determines whether the given side lighting will display shadows.
Determines whether the given side lighting will display shadows.
Determines whether the given side lighting will display shadows.
Determines whether the given side lighting will display shadows.
Determines distance at which light source will cast shadows.
Determines shadow blur. Low numbers are expensive for performance.
Determines whether the given light source use texture instead of lighting. With NewLight_Point technically works like a cube, greate example is batteris that use lights/lightcookie_battery.vtf.
Determines which texture will use ligth source. It use .vtf files, not .vmt.
Determines whether light source will only illuminate models.
Determines whether light source will cast light, godrays, or both.
Determines whether godrays enabled or not.
0 - will not render.
Inputs
OutputsSee Also
Todo: Better describe functions. Add pictures and videos. Fix some stuff.
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