light_environment
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light_environment
is a point entity available in all Source games.
It casts parallel directional lighting from the toolsskybox texture to approximate the light cast from the Sun or Moon.


- The
light_environment
still inherits most properties from the basic light entity. This means that thelight_environment
can be named (by adding thetargetname
keyvalue with SmartEdit off) and even disabled/enabled, although it will look very crude as vanilla VRAD does not calculate bounced lighting for named lights. Furthermore, there is a bug in games other thanCounter-Strike: Global Offensive where light from a named
light_environment
on static props will break when the light is changed. - 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.

- You can have only one light_environment and toggle it. Others will not work.
- Ambient light can't be toggled and doesn't work with custom appearances.
- If you use a named light_environment, env_cascade_light's shadows will not display on world geometry.
- With a custom appearance, env_cascade_light will not display shadows on world geometry. [todo tested in ?]
Skybox lighting

Keyvalues
- 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.
- Pitch (pitch) <angle>
- Overrides the pitch value in Angles, even if omitted, 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. 3 is a good starting value. Remember: on cloudy days, the shadows will be blurred because the sunlight is being diffused by clouds.
- Suggested starting values:
- 1 - Sunny day; reduces aliasing on low-res lightmaps without increasing prominence of penumbras, and subtly softens high-res lightmaps.
- 3 - Slightly overcast, but still sunny
- 5 - Valve's recommended starting value
- 90 - Hazy day
- 135 - Cloudy, rainy, and or foggy day
- 180 - Nighttime
- 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).
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 (Hammer doesn't allow setting non-FGD flags in the flags tab).