light_barn
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light_barn is a point entity available in
Counter-Strike 2.
It is a versatile light type that can be manipulated to be many different shapes and sizes while also supporting light cookies.
Keyvalues
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Source 2 Light2:
- Enabled (enabled) <boolean>
- Enable or disable the light. Has no effect on Direct Lighting when set to Static.
- Color Mode (colormode) <choices>
- How to calculate the light's color
- 0: Color
- 1: Color Temperature
- Color (color) <color255>
- Color Temperature (colortemperature) <float>
- Lumens (brightness_lumens) <float>
- Total amount of visible light energy emitted, in lumens. The default omni-directional light is calibrated at 1000 lumens, typical for a 60 Watt incandescent bulb.
- Direct Lighting (directlight) <choices>
- Controls direct lighting rendering.
- 0: None
- 1: Static
- 2: Stationary
- 3: Dynamic
- Cookie (lightcookie) <choices>
- Shape (shape) <float>
- Softness X (soft_x) <float>
- Softness Y (soft_y) <float>
Source 2 Light Units:
- Units (brightness_units) <choices>
- Units for specifying the brightness of the light source.
- 0: Lumens
- 1: Candelas
- 2: Nits
- 3: EV
- 4: Legacy
- Candela (brightness_candelas) <string>
- Amount of light energy emitted per steradian of solid angle, in candela.
- Nits (brightness_nits) <string>
- Amount of light energy emitted per square meter per projected steradian, in nits. Controls the brightness of specular highlights and directly-viewed light geometry.
- Brightness EV (brightness) <float>
- Legacy (brighness_legacy) <string>
- Exposure Value but specified as a scale value instead of powers of 2.
Source 2 Light Style:
- Style (light_style) <vdata_choice>
- Light Style.
- 0: candle_1
- 1: candle_2
- 2: candle_3
- 3: event_test
- 4: fast_strobe
- 5: flicker_1
- 6: flicker_2
- 7: fluorescent_flicker
- 8: gentle_pulse
- 9: slow_pulse_nofade
- 10: slow_strobe
- 11: slow_strong_pulse
- Radiance RGB Material Variable (light_style_radiance_var) <string>
- Emissive RGB color for a light's material on appropriately sized geometry.
- Style RGB Material Variable (light_style_var) <string>
- Light style multiplier ignoring the light's actual color.
- Style Output Event 0 (light_style_output_event0) to Style Output Event 3 (light_style_output_event3) <vdata_choice>
- Name of the event that triggers the OnStyleEvent0 to OnStyleEvent3 output.
- 0: buzz
- 1: flash
- 2: off
- 3: on
- 4: pop
- 5: spark
- Style Target 0 (light_style_target0) to Style Target 3 (light_style_target3) <targetname>
- Apply light style to a particular entity's materials.
- Far Skirt (skirt) <float>
- Near Skirt (skirt_near) <float>
- Size (size_params) <vector>
- Range (range) <float>
- Shear (shear) <vector2d>
Source 2 Light Render:
- Render Light Geometry (showlight) <boolean>
- Render the light geometry .
- Render To Cubemaps (rendertocubemaps) <boolean>
- If true, illumination from this light renders into baked cube maps.
- Bake Specular To Cubemaps (bakespeculartocubemaps) <boolean>
- Bake specular into cubemaps.
- Brightness Scale (brightnessscale) <float>
- Scale brightness by this amount.
- Fade Out Start Size (fade_size_start) <float>
- Screen size where the light will begin fading out.
- Fade Out End Size (fade_size_end) <float>
- Screen size where the light will be fully faded out.
Source 2 Light Shadows:
- Cast Shadows (castshadows) <choices>
- Whether this light casts shadow .
- 0: No
- 1: Yes
- 0: Baked Only
- Shadow Map Resolution (shadowmapsize) <choices>
- 0: 4096
- 1: 3584
- 2: 3072
- 3: 2560
- 4: 2048
- 5: 1536
- 6: 1024
- 7: 512
- 8: Default
- Shadow Priority (shadowpriority) <choices>
- Priority for the light's shadowmap. Shadowmaps are allocated from highest-to-lowest priority, favoring lights with stationary shadows within each priority. "Low" is below the default priority.
- 0: Highest
- 1: High
- 2: Medium
- 3: Low
- 4: Default
- Transmit Shadow Casters to Client (pvs_modify_entity) <boolean>
- When this light is visible to a player, add its shadow casters to the player's PVS. .
- Shadow Fade Out Start Size (shadowfade_size_start) <float>
- Screen size where the shadows will begin fading out .
- Shadow Fade Out End Size (shadowfade_size_end) <float>
- Screen size where the shadows will be fully faded out .
Source 2 Light Bounce:
- Bounce Light (bouncelight) <choices>
- How bounced lighting should be represented .
- 0: None
- 1: Static
- Bounce Scale (bouncescale) <float>
- Scale value for indirect illumination. Values other than 1.0 disrupt the balance between direct and indirect illumination. Consider using post-processing instead.
- Min Roughness (minroughness) <float>
- Hack for fill lights or cheap fake soft area lights.
Source 2 Light Volumetric:
- Volumetric Lighting (fog) <choices>
- How volumetric light should be represented .
- 0: None
- 1: Baked
- 2: Dynamic
- Volumetric Strength (fogstrength) <float>
- Logarithmic Fog Brightness Multiplier.
- Volumetric Shadows (fogshadows) <choices>
- 0: Default
- 1: None
- 2: Cast Shadows
Inputs
Source 2 Light2:
- Enable <void>
- Turn on the light.
- Disable <void>
- Turn off the light.
- Toggle <void>
- Toggle the light.
- SetColor <color255>
- Set the light's color.
- SetColorTemperature <float>
- Set the light's color temperature in Kelvin.
- SetBrightness <float>
- Set the light's brightness in EV.
- SetBrightnessScale <float>
- Set the light's brightness multiplier, which defaults to 1.
- SetStyle <string>
- separated list of styles from light_styles.vdata to play in sequence. The last entry will loop. The last style can be 'on'/'off' to enable/disable the light with no light style.
- SetFogStrength <float>
- Set the fog strength.
- SetFogScale <float>
- Set the fog multiplier, which defaults to 1.
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Outputs
Source 2 Light2:
- OnStyleEvent0 <void>
- Fired when the current light style plays an event of the type specified by Style Output Event 0.
- OnStyleEvent1 <void>
- Fired when the current light style plays an event of the type specified by Style Output Event 1.
- OnStyleEvent2 <void>
- Fired when the current light style plays an event of the type specified by Style Output Event 2.
- OnStyleEvent3 <void>
- Fired when the current light style plays an event of the type specified by Style Output Event 3.
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