light_environment

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Light environment.png

Warning: Display title "light_environment" overrides earlier display title "Light environment".light_environment nokta varlığı bütün Source oyunlarında mevcuttur. Ay veya Güneş ışığını simüle etmek için toolsskybox dokusundan paralel doğrusal ışık ışınları yollar.

Note.pngNot:Bu varlığın özellikleri bütün haritayı etkiler. Birden fazla kullanmak, eğer bütün kopyalar aynı özelliklere sahipse bir sıkıntı çıkarmaz. Fakat birden fazla kullanmak gereksizdir.
Tip.pngTemplate:Dictionary/Tip/tr:env_sun ve shadow_control ile kullanın.
Note.pngNot:light_environment, basit light varlığının çoğu özelliğini ödünç alır. Yani light_environment isimlendirilebilir (SmartEdit kapalıyken targetname özelliğini değiştirerek), ve hatta kapatıp açılabilir, ancak VRAD direkt ışıklandırmayı sadece isimlendirilmiş ışıklarda hesapladığı için çok kaba gözükecektir. Dahası, CSGO dışındaki oyunlarda isimlendirilmiş light_environment'lardan oluşan bir bug mevcuttur. İsimlendirme yapmanız tavsiye edilmez

Skybox Işıklandırması

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Toolsskybox.gif

Skyboxes are the main source of light for most maps, and as such are one of the most important parts of making a map.

Overview

Skybox lighting enters the map through every toolsskybox-textured brush, representing direct sun/moonlight and diffuse skylight. Its basic properties are controlled by three entities used in combination (four in some games):

  • light_environment defines the direction, color and intensity of the direct sunlight, and the color and intensity of the diffuse skylight.
  • shadow_control defines the color, direction, and attenuation distance of the dynamic shadows that are created by light_environment. Dynamic shadows will be buggy and unconfigurable without this entity.
  • env_sun places a glowing sprite in the skybox to represent the Sun's apparent position in the sky. It has no effect on lighting aside from this.
  • env_cascade_light casts harsh, real-time shadows onto the map, usually copying settings from the light_environment entity (in all games since Counter-Strike: Global Offensive)(also in Xengine).
  • newLight_Dir places godrays radiate from disk/circle in the skybox; does not contribute any actual lighting (the lighting code is disabled) (only in Xengine).
  • light_deferred_global casts dynamic shadows and lighting similar to env_cascade_light (only in Alien Swarm Deferred)(also in Lambda Wars).

Explanation

To make sense of it all, just make sure you have only one of each of these entities in your map, and that the Pitch and Yaw <angles> are set the same for all three of them. (Pitch is equivalent to the Sun's angle of elevation from the ground, and Yaw is its compass bearing.)

These lighting settings—direction, color, brightness, etc.—are fairly specific to the actual image used for the 2D skybox. The List of skies article suggests some settings for official game skyboxes. The worldspawn entity defines which skybox to use. Also note that fog will look wrong if env_fog_controller's settings don't correspond to the particular skybox in use.

Note.pngNot:Pitch can be overridden for light_environment and env_sun, but not shadow_control. The Pitch override also cannot be switched off and its rotation is measured counter-clockwise from the horizontal (so straight down is -90°) whereas the <angles> Pitch's rotation is clockwise (so straight down is +90°). The workaround for this is to make sure your Pitch override merely repeats the <angles> value; for example, if your shadow_control, light_environment and env_sun <angles> are "45 -60 0", set the Pitch override to "-45".

Keyvalues

Pitch (pitch) <angle(en)>
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 (_light) <color255(en) + int(en)>
Color and brightness of the direct sunlight.
Ambient (_ambient) <color255(en) + int(en)>
Color and brightness of the diffuse skylight.
BrightnessHDR (_lightHDR) <color255(en) + int(en)>
Override for Brightness when compiling HDR lighting. Defaults to -1 -1 -1 1, which means "same as LDR".
BrightnessScaleHDR (_lightscaleHDR) <float(en)>
Amount to scale the direct light by when compiling for HDR.
AmbientHDR (_ambientHDR) <color255(en) + int(en)>
Override for Ambient when compiling HDR lighting. Defaults to -1 -1 -1 1, which means "same as LDR".
AmbientScaleHDR (_AmbientScaleHDR) <float(en)>
HDR ayarında compile yapılırken çevre ışığının ölçeği.
SunSpreadAngle (SunSpreadAngle) <float(en)> (in all games since Half-Life 2: Episode Two)
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.
Farklı SunSpreadAngle değerleri. Yumuşak gölgelerin kalitesi compile seçeneklerine de bağlıdır. Animasyonu oynatmak için tıklayınız.
Specular Color (specularcolor) <color255(en)> (only in InsurgencyDay of Infamy)
Belirli yüzeylerden yansıyan ışığın rengi. (Su vs.).
Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
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
Sadece light_environment isimlendirildiğinde çalışır. Valve'ın FGD'si desteklemediği için SmartEdit kapatılarak yeni key oluşturulmalı, key'in ismi 'spawnflags' değeri ise 1 olmalıdır.

External links