NewLights settings: Difference between revisions
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Tip:You can change values dynamically via AddOutput input.
Note:With 0 will not draw, process and specular shader be disabled.
Important:It greatly affects optimization, less is better.
Note:Results depend on values of OuterAngle and InnerAngle.
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==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
{{KV|TargetNewLightEntity_Name|intn=TargetNewLightEntity|string|Target Light Entity name}} | {{KV|TargetNewLightEntity_Name|intn=TargetNewLightEntity|string|Target Light Entity name}} | ||
Here you enter name of new light source for which you want to apply changes. Works with multiple lights if they have the same name. | Here you enter name of new light source for which you want to apply changes. Works with multiple lights if they have the same name. | ||
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==Inputs== | ==Inputs== | ||
{{ | {{I|InputApplySettings|param=void|InputApplySettings Trigger to apply settings}} | ||
== See also == | == See also == |
Revision as of 10:16, 26 September 2024
NewLights_settings
is a point entity available in Black Mesa. This entity uses to dynamically change some lighting settings for newLight_Spot and newLight_Point.

Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- TargetNewLightEntity_Name (TargetNewLightEntity) <string>
- Target Light Entity name
Here you enter name of new light source for which you want to apply changes. Works with multiple lights if they have the same name.
- TransitionTime (TransitionTime) <integer>
- Transition time in seconds ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor.
- LightType (LightType) <choices>
- Type of light source for which you want to apply settings. Entity will not apply settings for spot lights if selected
Point Light
and will not apply settings for point lights if selectedSpot Light
.
- 0: Point Light
- 1: Spot Light
- Enabled (Enabled) <integer>
- Light Enabled or Disabled
Determines whether target will be turned on or turned off after TransitionTime.
- Light Ambient Color (LightColorAmbient) <color255>
- This is the ambient color of the sunlight.
Determines color of shadows that light source creates.
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- Light Color (LightColor) <color255>
- This is the color of the sunlight.
Determines color of light.
- Appearance (FlareStyle) <choices>
- Template:Light appearances
- Light Intensity (Intensity) <float>
- RGB * Intensity.
Brightness of the light.

- SpecularMultiplier (SpecMultiplier) <float>
- 0 to 1 RGB * Intensity * SpecularMultiplier.
Brightness of the specular shader from this light source.
|
- Range (Range) <float>
- Range.
How far the light source illuminates. Measured in Hammer Units.

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falloffQuadratic (falloffQuadratic) <float>- Deprecated.
falloffQuadratic
falloffLinear (falloffLinear) <float>- Deprecated.
falloffLinear
falloffConstant (falloffConstant) <float>- Deprecated.
falloffConstant
- OuterAngle (phi) <float>
- OuterAngle
Sets outer angle for spot light.
- InnerAngle (theta) <float>
- InnerAngle
Inner angle value for spot light.
- AngularFallOff (angularFallOff) <float>
- AngularFallOff
Sets angular falloff.

|
Inputs
- InputApplySettings <void>
- InputApplySettings Trigger to apply settings
See also
- godrays_settings
- newLight_Point
- newLight_Spot
- env_lensflare
- newLight_Dir
- env_cascade_light
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)
Todo: Clean up english. Add more issues if you'll find.