Template:KV BmNewLightCookieMain: Difference between revisions
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MyGamepedia (talk | contribs) (Created page with "{{KV|Enable Texture Light|intn=bTexLight|choices|Sets lightcookie (texture lights) state, enabled or disabled. For {{ent|NewLight_Point}}, you need static cubemap texture. For {{ent|NewLight_Spot}}, you can use any texture with '''No Mipmap''' and '''No Level Of Detail''' flags. *0: Disabled *1: Enabled {{expand|margin_left=2em|title=Examples| <gallery mode=packed heights=290px> File:cTEDisabled.jpg |Disabled File:cTEEnabled.jpg |Enabled </gallery> }} :{{tip|Follow $en...") |
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Purpose: | |||
We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template is also may used in some other templates. | |||
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{{KV|Enable Texture Light|intn=bTexLight|choices|Sets lightcookie (texture lights) state, enabled or disabled. For {{ent|NewLight_Point}}, you need static cubemap texture. For {{ent|NewLight_Spot}}, you can use any texture with '''No Mipmap''' and '''No Level Of Detail''' flags. | {{KV|Enable Texture Light|intn=bTexLight|choices|Sets lightcookie (texture lights) state, enabled or disabled. For {{ent|NewLight_Point}}, you need static cubemap texture. For {{ent|NewLight_Spot}}, you can use any texture with '''No Mipmap''' and '''No Level Of Detail''' flags. | ||
*0: Disabled | *0: Disabled |
Revision as of 07:03, 8 January 2025
- Enable Texture Light (bTexLight) <choices>
- Sets lightcookie (texture lights) state, enabled or disabled. For NewLight_Point, you need static cubemap texture. For NewLight_Spot, you can use any texture with No Mipmap and No Level Of Detail flags.
- 0: Disabled
- 1: Enabled
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Tip:Follow these steps to create your own lightcookie texture for point light.
Warning:This is one of the most expensive features, use wisely.
- Texture name for TexLight (texName) <string>
- Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like env_projectedtexture).
- .Enable Prop Only Mode (bNegLight) <choices>
- Enable Prop Only Mode.
Todo: Document what it does.
- 0: Disabled
- 1: Enabled