NewLights_Spawner

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NewLights_Spawner is a point entity available in Black Mesa Black Mesa. This entity creates client side new lights over a given area when it appears and also after loading save. Created new lights removes if this entity is removed from level. Initially created to test new lighting system. For better understanding of this page - recommended at first familiarize yourself with new lights.

Warning.pngWarning:New lights use expensive gbuffer, that means that with this entity your scene rendering at least 5 times, which makes your level very expensive, considering that XenEngine uses 32-bit architecture and DirectX 9.5 rendering. In large quantities, new lights can greatly heat up your computer and also cause large FPS drops (depending on difficulty of your map and how your area open). Use wisely.

Black Mesa Represented by class CNewLightSpawner.

Black Mesa Level Creation
Image in which newLights_Spawner is used.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

LightType (LightType) <choices>
Type of new lights that will create NewLights_Spawner.
  • 0: Point Light
  • 1: Spot Light
NumLights (NumLights) <integer>
NumLights

Determines number of new lights that will spawn.

NumLightsInRow (NumLightsInRow) <integer>
NumLightsInRow

Determines number of new lights that will spawn in every row.

Range (Range) <float>
Range.

How far the light source illuminates. Measured in Hammer Units.

Icon-Important.pngImportant:It greatly affects optimization, less is better.
Examples


Light Intensity (Intensity) <float>
RGB * Intensity.

Brightness of the light.

Note.pngNote:With 0 will not draw, process and specular shader be disabled.
RowSpaceing (RowSpaceing) <float>
RowSpaceing

Row spaceing.

ColSpacing (ColSpacing) <float>
ColSpacing

Col spacing.

RandomColor (RandomColor) <choices>
If yes - new lights will use random colors. If no - new lights will use chosen color.
  • 0: No
  • 1: Yes
Light Color (LightColor) <color255>
This is the color of the light when random color is tunedOFF
SpawnDir_Right (SpawnDir_Right) <vector>
SpawnDir_Right

Spawn dir right.

See also

Todo: Clean up english.