light_surface
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
Todo: fill out specific keys
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Light:
- 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 !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.
ZHLT light source:
- 0 : Default
- 1 : Inverse Linear
- 2 : Inverse Square
Flags
Start off : [1]