light_directional
		
		
		
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| CLight | 
light_directional  is a   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. The main difference between this and light_environment is that multiple of these can be used in a single map and all of them will cause light to be emitted from sky brushes based on each of their settings.
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
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
Important:Naming a static light radically changes its behavior. See Naming Lights for details.
- Pitch (pitch) <integer>
 - The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
 
- 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.
 
Internal keyvalues used only by VRAD:
- Brightness (_light) <color255 + int>
 - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 
- BrightnessHDR (_lightHDR) <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) <float>
 - Amount to scale the light by when compiling for HDR.
 
- SpreadAngle (SunSpreadAngle) <float>
 - The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.