newLight_Point

newLight_Point is a point entity available in
Black Mesa. It creates an invisible deferred light source that shines in all directions, includes godrays and lightcookies.
| CNewLightPoint |
Keyvalues
parentname or target).Also displayed in Hammer's 2D views and Entity Report.
Note:There is almost no differences if you're using point light with no texture. Things changes if you're using textures.
Use old Falloff ? (bUseOldFallOff) <choices>
!FGD
Sets old falloff state, disabled or enabled. This feature is disabled in the code, so you can't use old falloff (although it is still used for the flashlight).
- 0: Disabled
- 1: Enabled
Light Color (LightColor) <color255>
Light Intensity (Intensity) <float>
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>
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>
| 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>
Examples
Constant value (can work only if old falloff is enabled).
Linear value (can work only if old falloff is enabled).
Quadratic value (can work only if old falloff is enabled).
Light Type (LightType) <choices>
- 0: Static - used only static shadowmaps, this means that shadows are cast only by static objects (prop_static, geometry, etc). Cannot move with parent.
Important:Brush entities and bmodels are also included in static shadowmaps and they never update (including func_physbox).
Note:Static shadowmaps will update after save reload (only once).
- 1: Stationary - the same as Static, but with dynamic shadows for dynamic models.
- 2: Dynamic - lighting don't use static shadowmaps at all. It uses dynamic shadows for static objects and dynamic models. This type also can move with parent. This type is expensive, usually used for moving lights, but also can be used if you're getting issues due to static shadowmaps.
Examples
Note:Note that shadow from metal box and grate box are flying on first and second pictures, that's because both was placed in air on map spawn. Doesn't happen on third picture, because the light updated shadow for both.
HasShadow (HasShadow) <choices>
- 0: No
- 1: Yes
Examples
ShadowMapLOD (ShadowLod) <choices>
- 0: 256
- 1: 512
- 2: 1024
Examples
Important:You cannot use any value from here an unlimited number of times. More information below.
ShadowRadius (ShadowRadius) <float>
nr_shadow_rad_High, nr_shadow_rad_Med and nr_shadow_rad_Low.
Examples
Tip:Don't use very low values, because the shadows will look like stairs. Also don't use very high values, because the noise will spoil them a lot, or you'll see only noise.
NearZ (NearZ) <float>
ShadowFaceX (ShadowFaceX) <choices>
- 0: Enabled
- 1: Disabled
ShadowFaceX_Minus (ShadowFaceX_Minus) <choices>
- 0: Enabled
- 1: Disabled
ShadowFaceY (ShadowFaceY) <choices>
- 0: Enabled
- 1: Disabled
ShadowFaceY_Minus (ShadowFaceY_Minus) <choices>
- 0: Enabled
- 1: Disabled
ShadowFaceZ (ShadowFaceZ) <choices>
- 0: Enabled
- 1: Disabled
ShadowFaceZ_Minus (ShadowFaceZ_Minus) <choices>
- 0: Enabled
- 1: Disabled
DepthBias (DepthBias) <float>
SlopeDepthBias (SlopeDepthBias) <float>
NormalBias (NormalBias) <float>
Examples
Note:You will not see any changes if your material doesn't not provide bumpmap.
Important:Increasing this value will make shadows between different surfaces less accurate, greate example is third picture in examples, there you can see "two" shadows from railing.
Bug:Numbers lower than 0.8 can cause huge graphics issues. Example.
Tip:Increase this value if you are getting aliasing issues like this.
Enable Texture Light (bTexLight) <choices>
Texture name for TexLight (texName) <string>
Sets prop only mode, which supposed to disable shadows for world geometry. Doesn't work. The same effect can be achieved with shadow pass settings.
- 0: Disabled
- 1: Enabled
LightnGodRayMode (LightnGodRayMode) <choices>
- 0: Light - light only.
- 1: Godrays - godrays only.
- 2: Both Light and GodRays - both light and godrays.
Bug:Even if godrays is turned off, the game will still think that the godrays is used if choice is GodraysorBoth Light and GodRays.
EnableGodRays (EnableGodRays) <choices>
Density (Density) <float>
Weight (Weight) <float>
Decay (Decay) <float>
Decay controls luminance fall off per sample. Value here doesn't work.
Exposure (Exposure) <float>
Examples
DistFactor (DistFactor) <float>
Examples
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples
Note:Rays is disabled on this picture (the colors are partially blending).
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples
Note:Rays is disabled on this picture (the colors are partially blending).
DiskRadius (DiskRadius) <float>
DiskInnerSizePercent (DiskInnerSizePercent) <float>
GodRaysType (GodRaysType) <choices>
- 0: Normal
- 1: Fancy
Examples
RenderInWorldSpace (m_bEnableWorldSpace) <choices>
- 0: Disabled
- 1: Enabled
Ell_FR_ConstA (Ell_FR_ConstA) <float>
Ell_FR_ConstB (Ell_FR_ConstB) <float>
EEll_SR_ConstA (EEll_SR_ConstA) <float>
EEll_SR_ConstB (EEll_SR_ConstB) <float>
Ell_RRF_ConstA (Ell_RRF_ConstA) <float>
Ell_RRF_ConstB (Ell_RRF_ConstB) <float>
RotSpeed (RotSpeed) <float>
RotPatternFreq (RotPatternFreq) <integer>
m_fAlphaDiskInner (m_fAlphaDiskInner) <float>
Alpha inner value for disk. Doesn't work.
m_fAlphaDiskOuter (m_fAlphaDiskOuter) <float>
Alpha outer value for disk. Doesn't work.
ShadowPass_Brush (m_bSRO_Brush) <choices>
- 0: YES
- 1: NO
ShadowPass_StaticProp (m_bSRO_StaticProp) <choices>
- 0: YES
- 1: NO
ShadowPass_DynProp (m_bSRO_DynProp) <choices>
- 0: YES
- 1: NO
ShadowPass_AlphaTest (m_bSRO__Trans) <choices>
- 0: YES
- 1: NO
Inputs
- SetColorLight <color255>
- Change light's color value. Doesn't affect the godrays.
- SetIntensityForLight <float>
- Change light's intensity value. Doesn't affect the godrays.
- TurnOnGodRays <void>
- Turn the godrays on.
- TurnOffGodRays <void>
- Turn the godrays off.
- TurnOn <void>
- Turn the light on.
- TurnOff <void>
- Turn the light off.
- Toggle <void>
- Toggle the light's current state.
