Info lighting: Difference between revisions
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| {{this is a|point entity|internal=1|name=info_lighting|sprite=1}} It can be used to change the [[lighting]] [[origin]] of a [[prop_static]] or a vehicle prop. Set the prop's '''lightingorigin''' keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the [[cubemap]] origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a [[prop_dynamic]], use [[info_target]].{{clr}} | {{this is a|point entity|internal=1|name=info_lighting|sprite=1}} It can be used to change the [[lighting]] [[origin]] of a [[prop_static]] or a vehicle prop. Set the prop's '''lightingorigin''' keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the [[cubemap]] origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a [[prop_dynamic]], use [[info_target]].{{clr}} | ||
| {{modernImportant|{{src07|since}}  | {{modernImportant|{{src07|since}} Lighting using info_lighting is not compatible with per-vertex lighting ({{code|-StaticPropLighting}}). If a prop_static is compatible with per-vertex lighting, {{code|disablevertexlighting}} must be set to 1 (yes) for info_lighting to have any effect.}} | ||
| {{intent}} | {{intent}} | ||
| == Keyvalues == | == Keyvalues == | ||
Revision as of 19:43, 23 June 2024

info_lighting  is an  internal point entity  available in all  Source games. It can be used to change the lighting origin of a prop_static or a vehicle prop. Set the prop's lightingorigin keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the cubemap origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a prop_dynamic, use info_target.
 Source games. It can be used to change the lighting origin of a prop_static or a vehicle prop. Set the prop's lightingorigin keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the cubemap origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a prop_dynamic, use info_target.
 Important:(in all games since
Important:(in all games since  ) Lighting using info_lighting is not compatible with per-vertex lighting (
) Lighting using info_lighting is not compatible with per-vertex lighting (-StaticPropLighting). If a prop_static is compatible with per-vertex lighting, disablevertexlighting must be set to 1 (yes) for info_lighting to have any effect.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
External links
.VMF that has a prop_static using 2 lights (on/off green/red using triggers)
http://www.mediafire.com/?c7200b7lq7bw49i http://gtamike.tsgk.com/two_lights_static_info_lighting.rar
Interlopers Topic
http://www.interlopers.net/forum/viewtopic.php?f=2&t=23112
