Light environment (GoldSrc): Difference between revisions
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; Brightness <code><[[color255]] + [[int]]></code> | ; Brightness <code><[[color255]] + [[int]]></code> | ||
: Color and brightness of direct Sunlight. | : Color and brightness of direct Sunlight. | ||
{{Hl1 kv targetname}} | {{Hl1 kv targetname|light=1}} | ||
{{KV Angles}} | {{KV Angles}} | ||
{{Hl1 kv zhlt point}} | {{Hl1 kv zhlt point}} |
Revision as of 19:42, 10 July 2024
light_environment
is a point entity available in all GoldSrc games.
Description
Creates the sunlight emitted from sky brushes. There needs to be one per PVS if using the default compile tools. Only one is needed per map if using the ZHLT compile tools.
Key values
Todo: Document _diffuse_light and _spread, added with ZHLT.
- Pitch
<angle>
- Overrides the pitch value in Angles, even if left at 0, so it needs to be specified. Contrary to Angles, the rotation of this pitch is measured counter-clockwise from the horizontal, so that 90 is straight up, while -90 is straight down. (It's simply the negative of a normal pitch value.)
- Brightness
<color255 + int>
- Color and brightness of direct Sunlight.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
Important:Naming a static light radically changes its behavior. See Naming Lights for details.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
- Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclip enabled directly below this model's origin. Texture the top face with black_HIDDEN, and the rest of the faces with SKIP.
Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the model KV.
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
- 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles
- Model lighting only (VHLT v16+) (_fake) <boolean>
- Treat this entity as an info_sunlight, causing it to not affect lightmaps.