Template:Archived Page History/Light dynamic/en: Difference between revisions
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Warning:In
Black Mesa it is very different from other games. Instead of VRAD lighting it use
Deferred lighting and unlike other Black Mesa new light entities does not support specular shader and dynamic shadows. Using for some effects and entities, such as prop_flare or npc_alien_controller. Many inputs are missed, except TurnOff, TurnOn, Toggle and base entity inputs. Console commands for this don't work.
Warning:If enable - light source will not work in
Black Mesa.
Anananason (talk | contribs) mNo edit summary |
MyGamepedia (talk | contribs) (Added info about Black Mesa game.) |
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{{ModernNote|For modern games, it is recommended to use [[Env projectedtexture|env_projectedtexture]] for more realistic and accurate dynamic lighting.}} | {{ModernNote|For modern games, it is recommended to use [[Env projectedtexture|env_projectedtexture]] for more realistic and accurate dynamic lighting.}} | ||
[[Image:lightdynamic.jpg|thumb|right|300px| | |||
{{warning|In {{bms|4}} it is very different from other games. Instead of [[VRAD]] lighting it use {{wiki|Deferred lighting}} and unlike other Black Mesa new light entities does not support specular shader and dynamic shadows. Using for some effects and entities, such as [[prop_flare]] or [[npc_alien_controller]]. Many inputs are missed, except TurnOff, TurnOn, Toggle and base entity inputs. Console commands for this don't work.}} | |||
[[Image:lightdynamic.jpg|thumb|right|300px|An example Light_dynamic with different colors]] | |||
[[Image:lightdynamicBMS.png|thumb|right|300px|An example in {{bms|4}}]] | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Entity to point at|intn=target|target_destination|The name of an entity in the map that the dynamic light will point at.}} | {{KV|Entity to point at|intn=target|target_destination|The name of an entity in the map that the dynamic light will point at.}} | ||
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== Flags == | == Flags == | ||
{{Fl|1|Do not light [[worldspawn|world]] (better perf)}} | {{Fl|1|Do not light [[worldspawn|world]] (better perf)}} | ||
{{ModernNote|Doesn't work in {{bms|4}}.}} | |||
{{Fl|2|Do not light models}} | {{Fl|2|Do not light models}} | ||
{{ModernNote|Doesn't work in {{bms|4}}.}} | |||
{{Fl|4|Add [[Displacement#Blended_displacement_materials_.28alpha_channel_painting.29|Displacement Alpha]]}} | {{Fl|4|Add [[Displacement#Blended_displacement_materials_.28alpha_channel_painting.29|Displacement Alpha]]}} | ||
{{warning|If enable - light source will not work in {{bms|4}}.}} | |||
{{Fl|8|Subtract Displacement Alpha}} | {{Fl|8|Subtract Displacement Alpha}} | ||
{{ModernNote|Doesn't work in {{bms|4}}.}} | |||
==Inputs== | ==Inputs== | ||
{{IO|Color|Set the light's render color (R G B).|param=color255}} | {{IO|Color|Set the light's render color (R G B).|param=color255}} | ||
{{ModernNote|Not missed in {{bms|4}}, but nothing do.}} | |||
{{IO|brightness|Set the light brightness.|param=integer}} | {{IO|brightness|Set the light brightness.|param=integer}} | ||
{{IO|distance|Set the maximum light distance.|param=float}} | {{IO|distance|Set the maximum light distance.|param=float}} | ||
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== See also == | == See also == | ||
* [[Lighting]] | * [[Lighting]] | ||
* [[newLight_Point]] | |||
* [[newLight_Spot]] | |||
* [[List_of_entities#Light_Entities|Light entities]] | * [[List_of_entities#Light_Entities|Light entities]] |
Revision as of 12:52, 28 November 2023
Template:Entity It is an invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except env_projectedtexture that can light up brushes in real-time (but it doesn't replace their original lighting).




An example in
Black Mesa

Keyvalues
- Entity to point at (target) <targetname>
- The name of an entity in the map that the dynamic light will point at.
- Light color (_light) <color255>
- The RGB render color of the spotlight. Colors must be between 0 and 255.
- Light brightness (brightness) <integer>
- The intensity of the spotlight.
- Inner (bright) angle (_inner_cone) <integer>
- The angles of the inner spotlight beam. 0 makes it omnidirectional.
- Outer (fading) angle (_cone) <integer>
- The angles of the outer spotlight beam. 0 makes it omnidirectional.
- Pitch (pitch) <integer>
- Used instead of Pitch Yaw Roll's value for reasons unknown.
- Maximum distance (distance) <float>
- This is the distance that light is allowed to cast, in inches.
- Spotlight end radius (spotlight_radius) <float>
- This is the radius of the light, in inches, at the object that it is hitting.
- Appearance (style) <choices>
- Various Custom Appearance (see below) presets.
Flags
- Do not light world (better perf) : [1]
- Do not light models : [2]
- Add Displacement Alpha : [4]


- Subtract Displacement Alpha : [8]
Inputs
- Color <color255>
- Set the light's render color (R G B).
- brightness <integer>
- Set the light brightness.
- distance <float>
- Set the maximum light distance.
- _inner_cone <integer>
- Set the inner (bright) angle.
- _cone <integer>
- Set the outer (fading) angle.
- spotlight_radius <float>
- Set the radius of the spotlight at the end point.
- style <integer>
- Change the lightstyle (see Appearance field for possible values).
- TurnOn
- Turn the light off.
- TurnOff
- Turn the light on.
- Toggle
- Toggle the light on/off.
Outputs
Console commands
- r_dynamic <boolean>
- Enables dynamic lights.
- r_dynamiclighting <boolean>
- Enables toggled lights.
- r_maxdlights <integer>
- Sets the maximum amount of dynamic lights.
- r_portal_use_dlights <integer> (only in
)
- Enables dynamic lights behind portals