Template:KV Light: Difference between revisions
		
		
		
		
		
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 Warning:Using this parameter near displacements reduces performance!
Warning:Using this parameter near displacements reduces performance!
		
	
| SirYodaJedi (talk | contribs)  (why are Source mappers afraid of negative lights?) | SirYodaJedi (talk | contribs)  mNo edit summary | ||
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| {{ScrollBox|title=Light|noscroll=true| | {{ScrollBox|title=Light|noscroll=true| | ||
| {{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|Brightness|intn=_light|color255 + int|The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything. | ||
| {{note|Negative brightness will suck out the amount of lighting that the equivalent positive brightness will cast. Use sparingly; set falloff to linear instead of quadratic to make it less visually "black hole-like". }} | :{{note|Negative brightness will suck out the amount of lighting that the equivalent positive brightness will cast. Use sparingly; set falloff to linear instead of quadratic to make it less visually "black hole-like". }} | ||
| }} | }} | ||
| {{KV|BrightnessHDR|intn=_lightHDR|color255 + int|Brightness override used in [[HDR]] mode. Default is <code>-1 -1 -1 1</code>, which means no change. | {{KV|BrightnessHDR|intn=_lightHDR|color255 + int|Brightness override used in [[HDR]] mode. Default is <code>-1 -1 -1 1</code>, which means no change. | ||
Revision as of 16:03, 26 March 2024
Light:
- Brightness (_light) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness will cast. Use sparingly; set falloff to linear instead of quadratic to make it less visually "black hole-like". Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness will cast. Use sparingly; set falloff to linear instead of quadratic to make it less visually "black hole-like".
- 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! 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.
 Warning:Using this parameter near displacements reduces performance!
Warning:Using this parameter near displacements reduces performance!- 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 ) (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. 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. Note:This keyvalue may not be available in some FGDs.
