Template:KV BmNewLightCookieMain: Difference between revisions
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{{KV|Texture name for TexLight|intn=texName|string|Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like {{ent|env_projectedtexture}}).}} | {{KV|Texture name for TexLight|intn=texName|string|Determines which texture will use the light source. Lightcookies are using .vtf (not .vmt) texture from files (just like {{ent|env_projectedtexture}}).}} | ||
{{KV|.Enable Prop Only Mode|intn=bNegLight|choices| | {{KV|.Enable Prop Only Mode|intn=bNegLight|choices|Sets prop only mode, which supposed to disable shadows for world geometry. Doesn't work. The same effect can be achieved with shadow pass settings. | ||
:*0: Disabled | :*0: Disabled | ||
:*1: Enabled | :*1: Enabled | ||
|deprecated=1}} | |||
}} |
Revision as of 10:40, 6 February 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
Examples
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).