NewLight Point

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Revision as of 20:02, 13 August 2023 by MrBlackMesa1 (talk | contribs) (Add back to bm level design main page button)
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Template:BMS point It creates deferred rendering lighting.

Entity icon in Hammer.
Black Mesa Level Creation

Keyvalues

Enabled (Enabled) <choices>
Enable/Disable this Entity.

Determines if the light is off at level start.

  • 0: Enabled
  • 1: Disabled
Appearance (FlareStyle) <choices>
Template:Light appearances
Light Color (LightColor) <color255>
This is the color of the sunlight.

Determines color of light.

Light Ambient Color (LightColorAmbient) <color255>
This is the ambient color of the sunlight.

Determines color of shadows that light source creates.

Light Intensity (Intensity) <float>
RGB * Intensity.

Brightness of light.

SpecularMultiplier (SpecMultiplier) <float>
0 to 1 RGB * Intensity * SpecularMultiplier.

Brightness of specular shader from this light source.

Range (Range) <float>
Range.

How far light source illuminates.

Light Type (LightType) <choices>
0:Static 1:Stationary 2:Dynamic.

Determines light type. Static - shadows are cast only by static part of world, prop_static and geometry, lighting does not update if it have parent (use if part that lighting your ligth source is always static and never changing). Stationary - shadows are cast by static part and dynamic part of world, lighting does not update if it have parent. Dynamic - shadows are cast by static part and dynamic part of world, lighting updating if it have parent (quite expensive, use only for moving light source).

  • 0: Static
  • 1: Stationary
  • 2: Dynamic
HasShadow (HasShadow) <choices>
Do You want this light to have shadows ?

Determines whether light source will cast shadows. Pay attention that default choices is No.

  • 0: No
  • 1: Yes
ShadowMapLOD (ShadowLod) <choices>
Resolution of ShadowMap used by this light.

Determines quality of shadows. 1024 is very expensive, use it only in places where it's really needed, in most cases 512 is good alternative. Use 256 there you want to see blurry shadows, it's also most cheap.

  • 0: 256
  • 1: 512
  • 2: 1024
ShadowFaceX (ShadowFaceX) <choices>
Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled
ShadowFaceX_Minus (ShadowFaceX_Minus) <choices>
Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled
ShadowFaceY (ShadowFaceY) <choices>
Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled
ShadowFaceY_Minus (ShadowFaceY_Minus) <choices>
Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled
ShadowFaceZ (ShadowFaceXZchoices) <[[Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled|Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled]]>
ShadowFaceZ_Minus (ShadowFaceZ_Minus) <choices>
Shadow Enabled for this Face ?

Determines whether the given side lighting will display shadows.

  • 0: Enabled
  • 1: Disabled
NearZ (NearZ) <float>
NearZ used by shadowmap camera for this light.

Determines distance at which light source will cast shadows.

DepthBias (DepthBias) <float>
DepthBias - Offset added to depth values in shadowmaps.
SlopeDepthBias (SlopeDepthBias) <float>
Slope Depth Bias - For surfaces having aliasing due to steep angles with light.
NormalBias (NormalBias) <float>
While rendering objects into shadow maps each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadow maps. this property determines the amount of Units to be moved. Helps with shadow aliasing.
ShadowRadius (ShadowRadius) <float>
Radius of shadow edges for soft shadows. If its value is negetive code will auto assign a value depending on shadowlod. These code based values can be adjusted via convars nr_shadow_rad_High,nr_shadow_rad_Med and nr_shadow_rad_Low.

Determines distance at which light source will not cast shadows.}}

Enable Texture Light (bTexLight) <choices>
Enable Texture Ligh.

Determines whether the given light source use texture instead of lighting. With NewLight_Point technically works like a cube, greate example is batteris that use lights/lightcookie_battery.vtf.

  • 0: Disabled
  • 1: Enabled
Texture name for TexLight (texName) <string>
Texture name for TexLight.

Determines which texture will use ligth source. It use .vtf files, not .vmt.

.Enable Prop Only Mode (bNegLight) <choices>
Enable Prop Only Mode.

Determines whether light source will only illuminate models.

  • 0: Disabled
  • 1: Enabled
LightnGodRayMode (LightnGodRayMode) <choices>
Light 1:Godrays 2:Both Light and GodRays.

Determines whether light source will cast light, godrays, or both.

  • 0: Light
  • 1: Godrays
  • 2: Both Light and GodRays
EnableGodRays (EnableGodRays) <choices>
EnableGodRays.

Determines whether godrays 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 value range is 0.5 to 1.5.
Weight (Weight) <float>
Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. good values 0.1 - 10.0.
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.
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.
DiskRadius (DiskRadius) <float>
Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.

0 - will not render.

ColorInner (ColorInner) <color255>
This is the color of the inner circle.
ColorRays (ColorRays) <color255>
This is the color of the rays.
GodRaysType (GodRaysType) <choices>
GodRaysType.
  • 0: Normal
  • 1: Fancy
DiskInnerSizePercent (DiskInnerSizePercent) <float>
ColorOuter (ColorOuter) <color255>
Used only in Fancy Mode. This is the color of the outer circle.
Ell_FR_ConstA (Ell_FR_ConstA) <float>
Ell_FR_ConstB (Ell_FR_ConstB) <float>
EEll_SR_ConstA (EEll_SR_ConstA) <float>
EEll_SR_ConstB (EEll_SR_ConstB) <float>
Ell_RRF_ConstA (Ell_RRF_ConstA) <float>
Ell_RRF_ConstB (Ell_RRF_ConstB) <float>
RotSpeed (RotSpeed) <float>
RenderInWorldSpace (m_bEnableWorldSpace) <choices>
  • 0: Disabled
  • 1: Enabled
m_fAlphaDiskInner (m_fAlphaDiskInner) <float>
m_fAlphaDiskOuter (m_fAlphaDiskOuter) <float>
UseToneMapRays (m_bUseToneMapRays) <choices>
  • 0: Enabled
  • 1: Disabled
UseToneMapDisk (m_bUseToneMapDisk) <choices>
  • 0: Enabled
  • 1: Disabled
ShadowPass_Brush (m_bSRO_Brush) <choices>
Do we want to Render Brushes in shadow passes for this light?
  • 0: YES
  • 1: NO
ShadowPass_StaticProp (m_bSRO_StaticProp) <choices>
Do we want to Render StaticProps in shadow passes for this light?
  • 0: YES
  • 1: NO
ShadowPass_DynProp (m_bSRO_DynProp) <choices>
Do we want to Render Dynamic Props in shadow passes for this light?
  • 0: YES
  • 1: NO
ShadowPass_AlphaTest (m_bSRO__Trans) <choices>
Do we want to Render AlphaTested Objects in shadow passes for this light?
  • 0: YES
  • 1: NO

Inputs

SetColorLight
<color255>. Change Light's Color value. Doesnt effect the godrays
SetIntensityForLight
<float>. Change Light's intensity value. Doesnt effect the godrays
TurnOnGodRays
Turn the Godrays on.
TurnOffGodRays
Turn the Godrays off.
TurnOn
Turn the light on.
TurnOff
The the light off.
Toggle
Toggle the light's current state.
SetPattern <stringRedirectInput/string>
Set a custom pattern of light brightness for this light. If the Light is off, then this input appears to turn it on.
FadeToPattern <stringRedirectInput/string>
Fades from first value in old pattern, to first value in the new given pattern. If the Light is off, then this input appears to turn it on.


Outputs

See Also

Todo: Better describe functions. Add pictures and videos. Fix some stuff.