Difference between revisions of "Light directional"
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{{note|As with a light_environment, a light_directional is only emitted from geometry covered with the skybox tool texture.}} | {{note|As with a light_environment, a light_directional is only emitted from geometry covered with the skybox tool texture.}} | ||
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== Keyvalues == | == Keyvalues == |
Revision as of 03:40, 9 July 2017
light_directional
is a internal point entity available in all Source games since Left 4 Dead. It is a directional light with no falloff, similar to the direct lighting of 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)
(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.