Fr/Creating a dynamic light

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Entitée points disponible pour tous les jeux Source.

Source permet de créer des lumières dynamiques, dans ce cas les lightmaps ne sont plus utilisés, les ombrages des pro_static et Brush deviennent des ombres dynamiques. Les lumières dynamiques demande beaucoup de ressources matérielles. Contrairement au autres lumière celle-ci est géré et contrôler differement.


Description de l'Entity light_dynamique

Source lumineuse émettant de la lumière en temps réel, et capable de bougé. Peut-être allumé ou étient avec des triggers.

Source dispose de 2 entitée de lumière dynamiques :

  • Light_dynamique
  • Point_spotlight en mode dynamique


Si donc vous arrivez a vous en servir avec un bon rendu merci de complteter cet articles.

[NOTE POUR L'AUTEUR] Si tu jouais avec les commentaires en mode developpeur, tu serais un peu moins ignorant et tu éviterais de répandre tes bétises par le biais de """"tuto"""" Lors de la fuite en train dans Episode 1, il y a des éclairages dynamique et un train fixe.


Note.pngNote:This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.
Note.pngNote:For the light to work properly the "distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, the "brightness" keyvalue should be either 6 or 8, normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.

Keyvalues

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.
This will control the direction the light points at, if no target is specified.
Parentname:
Parent (parentname) <targetname(en)>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • target <target_destination>
The name of an entity in the map that the dynamic light will point at.
  • inner_cone <integer>
The inner (bright) angle.
  • cone <integer>
The outer (fading) angle.
  • brightness <integer>
This is the intensity of the spotlight.
  • spotlight_radius <float>
This is the radius of the spotlight, in inches, at the object that it is hitting.

Flags

  • 1 : No World Light
  • 2 : No Model Light
  • 4 : Add Displacement Alpha
  • 8 : Subtract Displacement Alpha

Inputs

Parentname:
SetParent <chaîne(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <chaîne(en)>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <chaîne(en)>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Brightness
<integer> Set the light brightness.
  • Distance
<float> Set the maximum light distance.
  • _inner_cone
<integer> Set the inner (bright) angle.
  • _cone
<integer> Set the outer (fading) angle.
  • spotlight_radius
<float> Set the radius of the spotlight at the end point.
  • style
<integer> Change the lightstyle (see Appearance field for possible values).
  • TurnOn
Turn the light off.
  • TurnOff
Turn the light on.
  • Toggle
Toggle the light on/off.