light_surface
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light_surface
is an internal point entity available in 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
Targetname:
- 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: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 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 Underwater light mutation mmnnmmnnnmmnn 63 Testing (Off) !FGD a
- 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:
- 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]
Enhanced FGD entry
The default FGD entry is designed for Hammer 3.5, and as such does not use the description field available in newer editors, instead requiring users to read comments in the FGD itself, nor does it use the float KV type. The Jack FGD further adds a texture picker in leu of manually typing out the texture name.
@PointClass color(255 255 0) = light_surface : "Advanced texture light"
[
_tex(shader) : "Texture name" : "" : "texture name (not case sensitive)
_frange(float) : " Filter max distance" : "" : "max distance from face center to this entity"
_fdist(float) : " Filter max dist to plane" : "" : "max distance from face plane to this entity"
_fclass(string) : " Filter entity classname" : ""
_fname(target_destination) : " Filter entity name" : ""
_light(color255) : "Brightness" : "255 255 255 80" : "value >= 80 will ensure full brightness. Setting color to ''255 255 255'' will use texture color instead."
_texcolor(color255) : " Texture color" : "" : "bounce light as if the texture is in this color. Also used for emission if light color is set to ''255 255 255''"
_cone(string) : " Inner (bright) angle" : "" : "should be 90 (default) for conventional texlights"
_cone2(string) : " Outer (fading) angle" : "" : "should be 90 (default) for conventional texlights"
_scale(string) : " Adjust emit scale" : "" : "Default 1.0; 0.0 means no emitting"
_chop(string) : " Grid size of sampling" : "" : "in units; not affected by texture scale"
_texlightgap(choices) : " Texlight gap" : "" : "in texture pixels; size of dark area near the light source" =
[
"": "Default (no gap)"
"0.0": "0.0 - no gap"
"3.0": "3.0 - small gap"
"12.0": "12.0 - large gap"
]
_fast(choices) : " Fast" : "" =
[
"": "Auto"
1: "Yes"
2: "No"
]
convertto(choices) : "Classname in game" : "light" : "'light_surface' will not be recognized by the game if we don't change its classname." =
[
"light" : "light"
"light_spot" : "light_spot"
]
targetname(target_source) : " Name" : "" : "create a new light style with this name"
style(choices) : " Appearance (no name allowed)" : "" : "use predefined light styles which have predefined patterns" =
[
"" : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater mutation"
]
// Light of the same style share the same pattern.
pattern(string) : " Custom Appearance" : "" : "pattern defined by a sequence of letters"
spawnflags(flags) =
[
1 : "Initially dark" : 0
2048 : "Not in Deathmatch" : 0
]
]
|
@PointClass color(255 255 0) = light_surface : "Advanced texture light"
[
_tex(string) : "Texture name" : "" : "texture name (not case sensitive)
_frange(float) : " Filter max distance" : "" : "max distance from face center to this entity"
_fdist(float) : " Filter max dist to plane" : "" : "max distance from face plane to this entity"
_fclass(string) : " Filter entity classname" : ""
_fname(target_destination) : " Filter entity name" : ""
_light(color255) : "Brightness" : "255 255 255 80" : "value >= 80 will ensure full brightness. Setting color to ''255 255 255'' will use texture color instead."
_texcolor(color255) : " Texture color" : "" : "bounce light as if the texture is in this color. Also used for emission if light color is set to ''255 255 255''"
_cone(string) : " Inner (bright) angle" : "" : "should be 90 (default) for conventional texlights"
_cone2(string) : " Outer (fading) angle" : "" : "should be 90 (default) for conventional texlights"
_scale(string) : " Adjust emit scale" : "" : "Default 1.0; 0.0 means no emitting"
_chop(string) : " Grid size of sampling" : "" : "in units; not affected by texture scale"
_texlightgap(choices) : " Texlight gap" : "" : "in texture pixels; size of dark area near the light source" =
[
"": "Default (no gap)"
"0.0": "0.0 - no gap"
"3.0": "3.0 - small gap"
"12.0": "12.0 - large gap"
]
_fast(choices) : " Fast" : "" =
[
"": "Auto"
1: "Yes"
2: "No"
]
convertto(choices) : "Classname in game" : "light" : "'light_surface' will not be recognized by the game if we don't change its classname." =
[
"light" : "light"
"light_spot" : "light_spot"
]
targetname(target_source) : " Name" : "" : "create a new light style with this name"
style(choices) : " Appearance (no name allowed)" : "" : "use predefined light styles which have predefined patterns" =
[
"" : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater mutation"
]
// Light of the same style share the same pattern.
pattern(string) : " Custom Appearance" : "" : "pattern defined by a sequence of letters"
spawnflags(flags) =
[
1 : "Initially dark" : 0
2048 : "Not in Deathmatch" : 0
]
]
|