newLight_Dir

From Valve Developer Community
Revision as of 08:49, 7 October 2023 by MyGamepedia (talk | contribs)
Jump to navigation Jump to search
NewLight Dir-Icon-Small.png

newLight_Dir is an e0 available in Black Mesa Black Mesa. It is one of the many new lighting entities available. Black Mesa incorporates a new lighting system which utilizes Wikipedia icon Deferred lighting to create a hyper realistic interpretation of light. This entity draw in skybox post processing effect called GodRays, also include disk to imitate sun.

NewLight_Dir in bm_c4a1b.
Black Mesa Level Creation

Keyvalues

Pitch Yaw Roll (Y Z X) (angles) <angle>
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.
LightEnvEnabled (LightEnvEnabled) <choices>
Grab direction and color values from light_env ?

Determines is the entity use Light_environment direction or its own (just like env_sun).

  • 0: Enabled : Fetch Angles from Light_Env
  • 1: Disabled : Use Manual Angles
PushbackDist (PushbackDist) <float>
PushbackDist.

Determines distance from GodRays to player in skybox.

Examples
PushbackDist - 9999999
PushbackDist - 9999
EnableGodRays (EnableGodRays) <choices>
Enable GodRays.

Determines whether godrays are enabled or not.

  • 0: Disabled
  • 1: Enabled
Density (Density) <float>
Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values to start from: 0.5 to 1.5.
Examples
Density - 1.0
Density - 2.0
Density - 0.5
Weight (Weight) <float>
Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values to start from: 0.1 - 10.0.
Examples
Weight - 1.0
Weight - 2.0
Weight - 5.0
Decay (Decay) <float>
Decay NOT being used.
Exposure (Exposure) <float>
Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.
Examples
Exposure - 1.00
Exposure - 10.0
Exposure - 0.10
DistFactor (DistFactor) <float>
DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
DistFactor - 1.00
DistFactor - 10.0
DistFactor - 50.0
DiskRadius (DiskRadius) <float>
Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
Examples
DiskRadius - 0.02
DiskRadius - 0.10
DiskRadius - 1.00
Note.pngNote:With 0 - will not render.
ColorInner (ColorInner) <color255>
This is the color of the inner circle.
Examples
255 0 0 255
0 255 0 255
0 0 255 255
Note.pngNote:Unlike lighting - brightness of inner depends on fourth number which can be written here.
ColorRays (ColorRays) <color255>
This is the color of the rays.
Examples
0 0 255 120
0 255 0 120
255 0 0 120
Note.pngNote:Unlike lighting - brightness of rays depends on fourth number which can be written here.
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Used only in Fancy Gaphics Mode. Disk inner circle radius = DiskRadius * DiskInnerSizePercent.
Examples
DiskInnerSizePercent - 0.75
DiskInnerSizePercent - 0.50
DiskInnerSizePercent - 0.99
Note.pngNote:With 0 - will not render.
ColorOuter (ColorOuter) <color255>
Used only in Fancy Mode. This is the color of the outer circle.
Examples
0 255 0 255
255 0 0 255
0 0 255 255
Note.pngNote:Unlike lighting - brightness of outer depends on fourth number which can be written here.
UseToneMapDisk (m_bUseToneMapDisk) <choices>
  • 0: Enabled
  • 1: Disabled

Inputs

TurnOnGodRays
Turn the Godrays on.
TurnOffGodRays
Turn the Godrays off.


Outputs

Issues

Incorrect work with $translucent

Godrays (also disk) all time fully rendering through textures with material shader parameter $translucent, because of this you will see unexpected results like in the picture. Disable Godrays when you need or use $alphatest if it'll give resualts similar to $translucent. You also can try use some other tricks to escape this problem.

Bug example in bm_c1a3c.
Sign from other side.

Godrays incorrect work with point_viewcontrol

Godrays change position in sky when player move, this affects to what show point_viewcontrol when it's enabled. If you want to see in your background level Godrays - place player on needed position. If your point_viewcontrol moves - attach player to it.

File:PointViewControlFlareBug.gif
Showcase of problem in background level of Black Mesa: Black Ops - Restored

See Also

Todo: Fix some stuff.