Template:KV Light
		
		
		
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- Appearance (style) <choices>
 - Various Custom Appearance presets.
 
Warning:Using this parameter near displacements reduces performance!
- Custom Appearance (pattern) <string>
 - A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark, m is normal, and z is full intensity. Applies only to lights with a targetname.
 
Internal keyvalues used only by VRAD:
- Brightness (_light) <color255 + int>
 - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 
Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole. 
- BrightnessHDR (_lightHDR) <color255 + int>
 - RGB color and brightness override used in HDR mode. Default is 
-1 -1 -1 1, which means no change. 
Warning:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
- BrightnessScaleHDR (_lightHDRscale) <float>
 - A simple intensity multiplier used when compiling HDR lighting.
 
- Constant (_constant_attn) <float>
 
- Linear (_linear_attn) <float>
 
- Quadratic (_quadratic_attn) <float>
 - These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
 
- 50 percent falloff distance (_fifty_percent_distance)) <string>
 
- 0 percent falloff distance (_zero_percent_distance) <string>
 - Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
 
- Hard falloff (_hardfalloff) <boolean>
 - Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
 
- Cast entity shadows (_castentityshadow)  <boolean> (in all games since 
) (also in 
) - Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
 
Note:This keyvalue may not be available in some FGDs.
- Shadow cast offset (_shadoworiginoffset)  <vector> (in all games since 
) - A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default 
0 0 0. 
Note:This keyvalue may not be available in some FGDs.