NewLights_Spawner
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NewLights_Spawner
is a point entity available in Black Mesa. This entity creates client side new lights over a given area when it appears and also after loading save. Created new lights removes if this entity is removed from level. Initially created to test new lighting system. For better understanding of this page - recommended at first familiarize yourself with new lights.
Warning:New lights use expensive gbuffer, that means that with this entity your scene rendering at least 5 times, which makes your level very expensive, considering that XenEngine uses 32-bit architecture and DirectX 9.5 rendering. In large quantities, new lights can greatly heat up your computer and also cause large FPS drops (depending on difficulty of your map and how your area open). Use wisely.
Important:This entity will remove old and spawn new lights after save load. This entity for debugging only.
Represented by class CNewLightsSpawner
.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- LightType (LightType) <choices>
- Type of new lights that will create NewLights_Spawner.
- 0: Point Light
- 1: Spot Light
- NumLights (NumLights) <integer>
- NumLights
Determines number of new lights that will spawn.
- NumLightsInRow (NumLightsInRow) <integer>
- NumLightsInRow
Determines number of new lights that will spawn in every row.
- Range (Range) <float>
- Range.
How far the light source illuminates. Measured in Hammer Units.
Important:It greatly affects optimization, less is better.
|
- Light Intensity (Intensity) <float>
- RGB * Intensity.
Brightness of the light.
Note:With 0 will not draw, process and specular shader be disabled.
- RowSpaceing (RowSpaceing) <float>
- RowSpaceing
Row spaceing.
- ColSpacing (ColSpacing) <float>
- ColSpacing
Col spacing.
- RandomColor (RandomColor) <choices>
- If yes - new lights will use random colors. If no - new lights will use chosen color.
- 0: No
- 1: Yes
- Light Color (LightColor) <color255>
- This is the color of the light when random color is tunedOFF
- SpawnDir_Right (SpawnDir_Right) <vector>
- SpawnDir_Right
Spawn dir right.
See also
- newLight_Point
- newLight_Spot
- env_lensflare
- newLight_Dir
- newLights_settings
- env_cascade_light
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xenengine)
Todo: Clean up english.