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CLight |
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light
- это точечная энтити , доступно для всех игр на движке Source.
Создаёт невидимый статичный источник света , излучающий свет во все направления.


Параметры
- Name (targetname) <объект источник >
- Имя объекта, по которому другие объекты могут ссылаться на этот объект, через Входы/Выходы или другие ключ-параметры (например
parentname
илиtarget
).
Также отображаются на 2D-видах в Hammer и Отчёте об объектах (Entity Report) .См. также: Основные ключ-параметры, входы и выходы доступные для всех объектов
Важно:Naming a static light radically changes its behavior. See Naming Lights for details.
Entity To Point At (target) <целевой объект >- Устарело.
Указывает точку, в которую должен быть указан свет. Нефункциональный параметр, так как эта энтити светит во все стороны вне зависимости от цели; используйте light_spot .
- Maximum Distance (_distance) <целое число >
- Максимальное расстояние, на которое может светить этот источник света. Нефункциональный параметр с
Source 2013 , используйте параметры расстояний 50% и 0% спада яркости света.
- Appearance (lightstyle) (style) <целое число выбор>
- Various lightstyle presets. Cannot be used on named lights.
Предупреждение:Using this parameter near displacements reduces performance!
Lightstyle presets (epilepsy warning) Literal Value Description Sequence Preview 0 Normal m 10 Fluorescent flicker mmamammmmammamamaaamammma 2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba 11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba 5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj 1 Flicker A mmnmmommommnonmmonqnmmo 6 Flicker B nmonqnmomnmomomno 3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg 7 Candle B mmmaaaabcdefgmmmmaaaammmaamm 8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa 4 Fast strobe mamamamamama 9 Slow strobe aaaaaaaazzzzzzzz 12 Отсутствует в FGD! Underwater light mutation mmnnmmnnnmmnn
- Custom Appearance (pattern) <строка >
- A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Updates at 10 Hz. Requires light to have a targetname.
Internal keyvalues used only by VRAD:
- Brightness (_light) <цвет КЗС + целое число >
- The RGB color of the light, and a multiplicative scalar for brightness (applied after gamma correction). Colors should be between 0 and 255; brightness can be anything (even absent). If only one value is provided, light will be greyscale.
Примечание:Brightness values below zero are clamped; this can be fixed by modifying VRAD.
Исправление кода:In
utils/vrad/lightmap.cpp
, look for the comment saying "// make sure light is legal", then remove the following if statement, including all its contents.
- BrightnessHDR (_lightHDR) <цвет КЗС + целое число >
- RGB color and brightness override used in HDR mode. Default is
-1 -1 -1 1
, which means no change. Предупреждение:The fourth digit must be positive. Otherwise all light will be sucked out of your map!
- BrightnessScaleHDR (_lightHDRscale) <число с плавающей запятой >
- A simple intensity multiplier used when compiling HDR lighting.
Примечание:Unlike _light and _lightHDR, negative values are supported. 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. Since this only applies to HDR mode, it should be reserved for games that don't officially support disabling HDR.
- Constant (_constant_attn) <число с плавающей запятой >
- Linear (_linear_attn) <число с плавающей запятой >
- Quadratic (_quadratic_attn) <число с плавающей запятой >
- 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) <число с плавающей запятой >
- 0 percent falloff distance (_zero_percent_distance) <число с плавающей запятой >
- Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Баг:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
- Hard falloff (_hardfalloff) <булева переменная >
- Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
- Cast entity shadows (_castentityshadow) <булева переменная > (Во всех играх начиная с
) (также в
)
- 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.
Примечание:This keyvalue may not be available in some FGDs.
- Shadow cast offset (_shadoworiginoffset) <вектор данных > (Во всех играх начиная с
)
- 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
. Примечание:This keyvalue may not be available in some FGDs.

BaseEntity
работают на статичных источниках света? Работает ли парентинг?Флаги
- Initially dark : [1]
- Появляется с отключенным светом, чтобы переключатель или нечто подобное могли включить свет.
Инпуты
- TurnOn
- Turn the light on.
- TurnOff
- The the light off.
- Toggle
- Toggle the light's current state.
- SetPattern <строка >
- Set a custom pattern of light brightness for this light. If the Light is off, then this input appears to turn it on.
- FadeToPattern <строка >
- 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.
См. также
- light_spot
- Light_deferred
- Освещение
- Добавление света
- Среднее освещение
- Продвинутое освещение
- Флаги эффектов (динамические эффекты света)
- Текстуры-инструменты (для текстуры, блокирующей свет)
- $reflectivity (управление отражением света от поверхностей)
- Постоянный-Линейный-Квадратичный спад яркости (продвинутое управление спадом яркости света)