NewLights settings: Difference between revisions
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Tip:You can change values dynamically via AddOutput input.
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|TargetNewLightEntity_Name|intn=TargetNewLightEntity|string| | {{KV|TargetNewLightEntity_Name|intn=TargetNewLightEntity|string|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. | {{KV|TransitionTime|intn=TransitionTime|integer|Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.}} | ||
{{KV|TransitionTime|intn=TransitionTime|integer|Transition time in seconds ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor.}} | |||
{{KV|LightType|intn=LightType|Choices| | {{KV|LightType|intn=LightType|Choices| | ||
Type of light source for which you want to apply settings. Entity will not apply settings for spot lights if selected <code>Point Light</code> and will not apply settings for point lights if selected <code>Spot Light</code>. | Type of light source for which you want to apply settings. Entity will not apply settings for spot lights if selected <code>Point Light</code> and will not apply settings for point lights if selected <code>Spot Light</code>. | ||
*0: Point Light | *0: Point Light | ||
*1: Spot Light}} | *1: Spot Light}} | ||
{{KV | {{KV BmNewLightsSettings}} | ||
}} | |||
==Inputs== | ==Inputs== |
Revision as of 09:56, 7 January 2025
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.
Represented by class CNewLightsSettings
.

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>
- 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
- Light Color (LightColor) <color255>
- The RGB color of the light. Colors must be between 0 and 255.
- Light Intensity (Intensity) <float>
- Intensity/brightness of the light. It's RGB * intensity.
Note:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
- Range (Range) <float>
- Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning:This is one of the parameters that affects performance in the game. Smaller values allow you to process less geometry and save performance.
Important:Range is limited, the limit depends on intensity value. Do not use values bigger than the intensity value allows.
Examples
- Enabled (Enabled) <choices>
- Sets light state on spawn, enabled or disabled.
- 0: Enabled
- 1: Disabled
- Appearance (style) <integer choices>
- Appearance presets.
Lightstyle presets (epilepsy warning) Literal Value Description Sequence Preview 0 Normal m 10 Fluorescent flicker mmamammmmammamamaaamammma 2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba 11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba 5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj 1 Flicker A mmnmmommommnonmmonqnmmo 6 Flicker B nmonqnmomnmomomno 3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg 7 Candle B mmmaaaabcdefgmmmmaaaammmaamm 8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa 4 Fast strobe mamamamamama 9 Slow strobe aaaaaaaazzzzzzzz 12 Underwater light mutation mmnnmmnnnmmnn
Tip:Use new lights instead for lights with custom appearance, because static lightmapped lights reduces performance with this feature (especially near displacements).
Note:Custom light styles are not possible.
- Light Ambient Color (LightColorAmbient) <color255>
- The RGB color of the shadows. Colors must be between 0 and 255.
Examples
- SpecularMultiplier (SpecMultiplier) <float>
- Specular multiplier. Sets intensity of new specular shader from this light source. It's RGB * Intensity * SpecularMultiplier. 0 means disabled.
Examples
falloffConstant (falloffConstant) <integer>!FGD- Deprecated.
Constant value (can work only if old falloff is enabled).
falloffLinear (falloffLinear) <integer>!FGD- Deprecated.
Linear value (can work only if old falloff is enabled).
falloffQuadratic (falloffQuadratic) <integer>!FGD- Deprecated.
Quadratic value (can work only if old falloff is enabled).
- OuterAngle (phi) <float>
- Outer angle for spot light.
Warning:This affect shadow quality, less is better.
Important:Don't use values 180 and higher, this will make shadows and lighting broken.
- InnerAngle (theta) <float>
- Inner angle value for spot light.
Warning:Using values higher than in OuterAngle will not make ShadowFOV value higher. This will result in broken shadows.
- AngularFallOff (angularFallOff) <float>
- Angular falloff value.
Examples
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.