Difference between revisions of "Light directional"

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== Entity description ==
 
== Entity description ==
 +
[[File:light_environment.png|left|link=]]
 
A directional light with no falloff. Similar to sunlight in [[light_environment]].
 
A directional light with no falloff. Similar to sunlight in [[light_environment]].
 +
{{clr}}
  
 
== Keyvalues ==
 
== Keyvalues ==
* {{KV Angles}}
+
{{KV|Pitch|integer|The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.}}
 
+
{{KV|Brightness|color255|The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.}}
* {{ScrollBox|title=Pitch|
+
{{KV|BrightnessHDR|color255|Brightness override used in HDR mode. Default is <code>-1 -1 -1 1</code>, which means no change. {{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}}}
; Pitch <code><[[integer]]></code>
+
{{KV|BrightnessScaleHDR|float|Amount to scale the light by when compiling for HDR.}}
: The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
+
{{KV|SpreadAngle|float|The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.}}
}}
+
{{KV Angles}}
 
 
* {{ScrollBox|title=Brightness|noscroll=true|
 
; Brightness <code><[[color255]] + [[int]]></code>
 
: The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 
; BrightnessHDR <code><[[color255]] + [[int]]></code>
 
: Brightness override used in HDR mode. Default is <code>-1 -1 -1 1</code>, which means no change. {{warning|The fourth digit must be positive. Otherwise all light will be sucked out of your map!}}
 
; BrightnessScaleHDR <code><[[float]]></code>
 
: A simple intensity multiplier used when compiling HDR lighting.
 
}}
 
 
 
* {{ScrollBox|title=SunSpreadAngle|
 
; SpreadAngle <code><[[float]]></code>
 
: The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.
 
}}
 
 
 
== Inputs ==
 
''There are no inputs.''
 
 
 
== Outputs ==
 
''There are no outputs.''
 
 
 
== See also ==
 
* [[light_environment]]
 
* [[shadow_control]]
 
* [[Skybox (2D)]]
 
 
 
* [[light]]
 
* [[light_spot]]
 
* [[point_spotlight]]
 
 
 
* [[beam_spotlight]]
 
* [[env_sprite]]
 
 
 
== External links ==
 
 
 
[[category:Left 4 Dead 2]]
 
[[category:Lightning]]
 

Revision as of 06:08, 11 June 2011

<Left 4 Dead><Left 4 Dead 2> light_directional is a point entity available in the Left 4 Dead series.

Entity description

Light environment.png

A directional light with no falloff. Similar to sunlight in light_environment.

Keyvalues

Pitch <integer>
The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
Brightness <color255>
The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
BrightnessHDR <color255>
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 <float>
Amount to scale the light by when compiling for HDR.
SpreadAngle <float>
The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.