Difference between revisions of "Light"
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− | {{ | + | [[Image:Light.png|right]] {{base_point}} It creates an invisible, static light source that shines in all directions. {{wrongtitle|title=light}} __NOTOC__ |
− | + | {{Light NameWarning}} | |
− | |||
− | |||
− | |||
− | {{Light | ||
== See also == | == See also == | ||
+ | * [[light_spot]] | ||
* [[Lighting]] | * [[Lighting]] | ||
* [[Adding Light]] | * [[Adding Light]] | ||
* [[Intermediate Lighting]] | * [[Intermediate Lighting]] | ||
* [[Advanced Lighting]] | * [[Advanced Lighting]] | ||
− | |||
* [[Tool textures]] (for Block light) | * [[Tool textures]] (for Block light) | ||
==Keyvalues== | ==Keyvalues== | ||
− | + | {{KV Light}} | |
− | + | {{Kv shadowcast}} | |
− | + | {{KV Targetname|targetname add = {{Light NameWarning}}}} | |
==Flags== | ==Flags== | ||
− | * | + | * Initially Off |
==Inputs== | ==Inputs== | ||
Line 37: | Line 33: | ||
; FadeToPattern | ; FadeToPattern | ||
: Fades from the light's old pattern to the new one. | : Fades from the light's old pattern to the new one. | ||
− | + | {{I Targetname}} | |
==Outputs== | ==Outputs== | ||
− | + | ||
− | + | {{O Targetname}} |
Revision as of 10:32, 20 July 2009
This is a point entity available in all Source games. It creates an invisible, static light source that shines in all directions. Template:Wrongtitle

See also
- light_spot
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Tool textures (for Block light)
Keyvalues
Light:
- Brightness (_light)
<color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR (_lightHDR)
<color255 + int>
- 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.
- Appearance (style)
<choices>
- Various Custom Appearance presets.
Light Appearances 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 characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity. Applies only to lights with a targetname.
- 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.
Bug: Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
- Hard falloff (_hardfalloff)
<boolean>
- Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
<boolean>
(in all games since 

shadow_control
.
<vector>
(in all games since 
0 0 0
.
Shadowcast:
- Cast Shadow (in all games since
)
- Allows the entity to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
Warning: Naming a static light radically changes its behavior. See Naming Lights for details.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string>
(in all games since)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note: Try to avoid expensive operations in this function, as it may cause performance problems.
Flags
- Initially Off
Inputs
- TurnOn
- Turns the light on.
- TurnOff
- Turns the light off.
- Toggle
- Toggles the light on or off.
- SetPattern
- Sets the light's custom appearance to the input's parameters.
- FadeToPattern
- Fades from the light's old pattern to the new one.
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.