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Note:The properties of this entity apply to the whole map. Using more than 1 entity for areas with a skybox toolsskybox texture does not create errors provided If all instances of light_environment have identical info. It is pointless to have more than 1 though.
Tip:Use with env_sun and shadow_control.
Note:The
Note:Specified or user language subpage unknown or nonexistent, showing en
It casts parallel directional lighting from the toolsskybox texture to approximate the light cast from the Sun or Moon.



light_environment
still inherits most properties from the basic light entity. This means that the light_environment
can be named (by adding the targetname
keyvalue with SmartEdit off) and even disabled/enabled, although it will look very crude as VRAD only calculates direct lighting for named lights. Furthermore, there is a bug in games other than CS:GO where light from a named light_environment
on static props will break when the light is changed.Skybox lighting

Keyvalues
- Pitch (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.)
- BrightnessHDR (_lightHDR) <color255 + int>
- Override for Brightness when compiling HDR lighting. Defaults to
-1 -1 -1 1
, which means "same as LDR".
- BrightnessScaleHDR (_lightscaleHDR) <float>
- Amount to scale the direct light by when compiling for HDR.
- AmbientHDR (_ambientHDR) <color255 + int>
- Override for Ambient when compiling HDR lighting. Defaults to
-1 -1 -1 1
, which means "same as LDR".
- AmbientScaleHDR (_AmbientScaleHDR) <float>
- Amount to scale the ambient light by when compiling for HDR.
- SunSpreadAngle (SunSpreadAngle) <float> (in all games since
)
- The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds. Try 90 for hazy days, and use 135 for cloudy days, rain and fog. If you're trying a night atmosphere, sometimes you'll need up to 180. You'll also have to turn down the shadow alpha in your
shadow_control
entity - try changing the Shadow Color variable to something such as 50 50 50.
- Specular Color (specularcolor) <color255> (only in
)
- Color of the light that reflects off of certain surfaces. (i.e. water).
- 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.
Flags
- Initially Dark : [1] !FGD
- Only works when the
light_environment
is named, and it must be added with SmartEdit off by putting in a 'spawnflags' key with a value of 1 as it is missing from Valve's FGD.