light_surface

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light_surface is an internal point entity available in VHLT VHLT. It is used to create a texlight that can be toggled or animated like a regular light entity, and is converted to light or light_spot after HLRAD is done compiling.

Keyvalues

Todo: fill out specific keys
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Light:

Color + Brightness (_light) <color255 + int>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
Note.pngNote:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast.
Appearance (lightstyle) (style) <choices>
Various lightstyle presets. Cannot be used on named lights.
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
63 Testing (Off) !FGD a Lightstyle 63.png
Custom Appearance (pattern) <string>
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.

ZHLT light source:

ZHLT Fade <float>
ZHLT Falloff <integer>
  • 0 : Default
  • 1 : Inverse Linear
  • 2 : Inverse Square



Texture name (_tex) <texture>
Filter max distance (_frange) <float>
max distance from face center to this entity
Filter max dist to plane (_fdist) <float>
max distance from face plane to this entity
Filter entity classname (_fclass) <classname>
Only cast this texlight from brush faces on entities with this classname.
Filter entity name (_fclass) <targetname>
Only cast this texlight from brush faces on entities with this targetname.
Color (_texcolor) <color255>
Average color of texture used in bounce calculations, as well as when _light is set to 255 255 255.
Inner (bright) angle (_cone) <float>
Default 90
Outer (fading) angle (_cone2) <float>
Default 90
Emission scale (_scale) <float>
1 is default, 0 is non-emissive.
Sample grid size (_chop) <float>
In units; not affected by texture scale
Dark gap in front of texlight (_texlightgap) <float>
In texels; size of gap between surface and light.
Fast mode (_fast) <integer choices>
[Clarify]
  • 0, absent, or null - Automatic
  • 1 - Fast enabled
  • 2 - Fast disabled
Classname in game (convertto) <string>
HLRAD will rename this entity after compiling so that it can be recognized by the game.

Flags

Start off : [1]
Not in Deathmatch : [2048]
[confirm]