Difference between revisions of "Light directional"

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{{base point|light_directional|internal=true|since=Left 4 Dead}} It is a directional light with no falloff, similar to the direct lighting of [[light_environment]].
 
{{base point|light_directional|internal=true|since=Left 4 Dead}} It is a directional light with no falloff, similar to the direct lighting of [[light_environment]].
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NOTE: As with a light_environment, a light_directional is only emitted from geometry covered with the skybox tool texture.
  
 
== Keyvalues ==
 
== Keyvalues ==

Revision as of 03:55, 19 April 2014

light_directional is a internal point entity available in all Source games since Left 4 Dead Left 4 Dead. It is a directional light with no falloff, similar to the direct lighting of light_environment.

NOTE: As with a light_environment, a light_directional is only emitted from geometry covered with the skybox tool texture.

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.png 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) (angles) <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.