NewLights_settings
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| CNewLightsSettings |
NewLights_settings is a point entity available in
Black Mesa. This entity dynamically changes some lighting settings for newLight_Spot and newLight_Point if triggered by the input.
AddOutput input.Keyvalues
TargetNewLightEntity_Name (TargetNewLightEntity) <string>
Here you enter name of new light source for which you want to apply changes. Works with multiple lights if they have the same name.
TransitionTime (TransitionTime) <integer>
Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.
LightType (LightType) <choices>
Type of light source for which you want to apply settings. Entity will not apply settings for spot lights if selected
Point Light and will not apply settings for point lights if selected Spot Light.
- 0: Point Light
- 1: Spot Light
Light Color (LightColor) <color255>
The RGB color of the light. Colors must be between 0 and 255.
Light Intensity (Intensity) <float>
Intensity/brightness of the light. It's RGB * intensity.
Note:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
Note:The default 8000 value is equivalent to default 200 brightness value for static VRAD lights. If needed to repeat static light brightness, multiple the brightness value by 40; if vice versa, divide by 40.
Range (Range) <float>
Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning:This is one of the parameters that affects performance in the game. Smaller values allow you to process less geometry and save performance.
Important:Range is limited, the limit depends on intensity value. Do not use values bigger than the intensity value allows.
Examples
Enabled (Enabled) <choices>
Sets light state on spawn, enabled or disabled.
- 0: Enabled
- 1: Disabled
Appearance (style) <integer choices>
Appearance presets.
| 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 | Underwater light mutation | mmnnmmnnnmmnn |
Tip:Use new lights instead for lights with custom appearance, because static lightmapped lights reduces performance with this feature (especially near displacements).
Note:Custom light styles are not possible.
Light Ambient Color (LightColorAmbient) <color255>
SpecularMultiplier (SpecMultiplier) <float>
Specular multiplier. Sets intensity of new specular shader from this light source. It's RGB * Intensity * SpecularMultiplier. 0 means disabled.
Examples
Deprecated.
Constant value (can work only if old falloff is enabled).
Constant value (can work only if old falloff is enabled).
Deprecated.
Linear value (can work only if old falloff is enabled).
Linear value (can work only if old falloff is enabled).
Deprecated.
Quadratic value (can work only if old falloff is enabled).
Quadratic value (can work only if old falloff is enabled).
OuterAngle (phi) <float>
Outer angle for spot light.
Warning:This affect shadow quality, less is better.
Important:Don't use values 180 and higher, this will make shadows and lighting broken.
InnerAngle (theta) <float>
Inner angle value for spot light.
Warning:Using values higher than in OuterAngle will not make ShadowFOV value higher. This will result in broken shadows.
AngularFallOff (angularFallOff) <float>
Inputs
- InputApplySettings <void>
- Triggers the entity to apply the settings.