light
Class hierarchy |
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CLight |
lights.cpp
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light
is a point entity available in all Source games.
It creates an invisible static light source that shines in all directions.
AltNames:light, light_spot, light_glspot, and (in all games since ) light_directional are all tied to the same C++ class in game, and only differ in VRAD.
Contents
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
Entity To Point At(target)
<targetname>- Deprecated.
Entity to point this light at. Non-functional, as this entity casts light in all directions, regardless of if it has a target; use light_spot instead. - Maximum Distance
(_distance)
<integer> - This is the distance that light is allowed to cast, in inches. Non-functional in Source 2013 and later, use 50 and 0 percent falloff instead.
- Appearance (lightstyle)
(style)
<integer choices> - Various lightstyle presets. Cannot be used on named lights.
- Warning: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 !FGD Underwater light mutation mmnnmmnnnmmnn
- 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%. Requires light to have a targetname.
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.
- Note: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.
- BrightnessHDR
(_lightHDR)
<color255 + int> - RGB color and 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> - A simple intensity multiplier used when compiling HDR lighting.
- Constant
(_constant_attn)
<float> - Linear
(_linear_attn)
<float> - Quadratic
(_quadratic_attn)
<float> - 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))
<string> - 0 percent falloff distance
(_zero_percent_distance)
<string> - Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Hard falloff
(_hardfalloff)
<boolean> - Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
- Cast entity shadows
(_castentityshadow)
<boolean> (in all games since ) (also in ) - 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
. - Note:This keyvalue may not be available in some FGDs.
- Shadow cast offset
(_shadoworiginoffset)
<vector> (in all games since ) - 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
. - Note:This keyvalue may not be available in some FGDs.
Confirm:How many of the
BaseEntity
keyvalues even work on static lights? Does parenting work?Flags
Initially dark : [1]
- Spawns with the light turned off, so a light switch or similar can turn it on.
Inputs
TurnOn
- Turn the light on.
TurnOff
- The the light off.
Toggle
- Toggle the light's current state.
SetPattern
<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
<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.
See also
light_spot
- Light_deferred
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
$reflectivity
(controlling reflected light off surfaces)