light_directional
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light_directional
is an internal point entity available in all Source games since
Left 4 Dead.(also in
Slammin' Source Map Tools) It is a directional light with no falloff, similar to the direct lighting of light_environment.

light_environment
, a light_directional
is only emitted from geometry covered with the skybox tool texture.

light_environment
ambient color plus the setting of the light_directional
. It appears to boost these colors tremendously now. [todo tested in ?]Keyvalues
- Pitch (pitch) ([todo internal name (i)]) <integer>
- The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
- Brightness (_light) ([todo internal name (i)]) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR (_lightHDR) ([todo internal name (i)]) <color255 + int>
- 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) ([todo internal name (i)]) <float>
- Amount to scale the light by when compiling for HDR.
- SpreadAngle (SunSpreadAngle) ([todo internal name (i)]) <float>
- The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.
- 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.