light_directional

From Valve Developer Community
Revision as of 04:40, 9 July 2017 by M2VC (talk | contribs)
Jump to: navigation, search

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.png 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.