Light environment (GoldSrc)

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Template:GoldSource base point

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

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, usually via the target, killtarget, and TriggerTarget KVs.
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.pngTip: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. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.
Note.pngNote: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