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Difference between revisions of "Info lighting"

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{{this is a|e1|name=info_lighting|sprite=1}} It can be used to change the [[lighting]] [[origin]] of a [[prop_static]] or a vehicle prop. Set the prop's '''lightingorigin''' keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the [[cubemap]] origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a [[prop_dynamic]], use [[info_target]].{{clr}}
 
{{this is a|e1|name=info_lighting|sprite=1}} It can be used to change the [[lighting]] [[origin]] of a [[prop_static]] or a vehicle prop. Set the prop's '''lightingorigin''' keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the [[cubemap]] origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a [[prop_dynamic]], use [[info_target]].{{clr}}
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{{modernImportant|{{src07|since}} Using an info_lighting will disable per-vertex lighting where supported, and revert back to point-based vertex lighting.}}
 
{{intent}}
 
{{intent}}
 
== Keyvalues ==
 
== Keyvalues ==

Latest revision as of 14:00, 19 March 2024

Info lighting.png

info_lighting is a internal point entity available in all Source Source games. It can be used to change the lighting origin of a prop_static or a vehicle prop. Set the prop's lightingorigin keyvalue to point at this entity to make the prop light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). It also changes the cubemap origin, meaning the prop will show reflections from the closest cubemap to the info_lighting entity. For a prop_dynamic, use info_target.

Icon-Important.pngImportant:(in all games since Source 2007) Using an info_lighting will disable per-vertex lighting where supported, and revert back to point-based vertex lighting.
Note.pngNote:This is an internal entity. When the map is compiled by VBSP it is processed and then removed: it does not exist when the map is running.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

External links

.VMF that has a prop_static using 2 lights (on/off green/red using triggers)

http://www.mediafire.com/?c7200b7lq7bw49i http://gtamike.tsgk.com/two_lights_static_info_lighting.rar


Interlopers Topic http://www.interlopers.net/forum/viewtopic.php?f=2&t=23112