light_directional
light_directional
is a internal point entity available in all Source games since
Left 4 Dead.(also in
Slammin' Source Map Tools) It is a directional light with no falloff, similar to the direct lighting of
light_environment
.
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
light_environment
, a light_directional
is only emitted from geometry covered with the skybox tool texture.![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
![Counter-Strike: Global Offensive](/w/images/thumb/8/85/Csgo_icon.png/16px-Csgo_icon.png)
light_environment
ambient color plus the setting of the light_directional
. It appears to boost these colors tremendously now.Keyvalues
- Pitch
(pitch)
<integer> - The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down.
- Brightness
(_light)
<color255 + int> - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR
(_lightHDR)
<color255 + int> - 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
(_lightHDRscale)
<float> - Amount to scale the light by when compiling for HDR.
- SpreadAngle
(SunSpreadAngle)
<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.