NewLights_settings
Contents
NewLights_settings
is a point entity available in Black Mesa. This entity uses to dynamically change some lighting settings for newLight_Spot
and newLight_Point
.
Keyvalues
- Name
(targetname)
<targetname> - The name that other entities refer to this entity by.
- TargetNewLightEntity_Name
(TargetNewLightEntity)
<string> - Target Light Entity name
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 selectedSpot Light
.
- 0: Point Light
- 1: Spot Light
- Enabled
(Enabled)
<integer> - Light Enabled or Disabled
Determines whether target will be turned on or turned off after TransitionTime.
- Light Ambient Color
(LightColorAmbient)
<color255> - This is the ambient color of the sunlight.
Determines color of shadows that light source creates.
|
- Light Color
(LightColor)
<color255> - This is the color of the sunlight.
Determines color of light.
- Appearance
(FlareStyle)
<choices>
Light Appearances 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 !FGD Underwater light mutation mmnnmmnnnmmnn
- Light Intensity
(Intensity)
<float> - RGB * Intensity.
Brightness of the light.
Note:With 0 will not draw, process and specular shader be disabled.
- SpecularMultiplier
(SpecMultiplier)
<float> - 0 to 1 RGB * Intensity * SpecularMultiplier.
Brightness of the specular shader from this light source.
|
- Range
(Range)
<float> - Range.
How far the light source illuminates. Measured in Hammer Units.
Important:It greatly affects optimization, less is better.
|
falloffQuadratic(falloffQuadratic)
<float>- Deprecated. falloffQuadratic
falloffLinear(falloffLinear)
<float>- Deprecated. falloffLinear
falloffConstant(falloffConstant)
<float>- Deprecated. falloffConstant
- OuterAngle
(phi)
<float> - OuterAngle
Sets outer angle for spot light.
- InnerAngle
(theta)
<float> - InnerAngle
Inner angle value for spot light.
- AngularFallOff
(angularFallOff)
<float> - AngularFallOff
Sets angular falloff.
Note:Results depend on values of OuterAngle and InnerAngle.
|
Inputs
InputApplySettings
<void>- InputApplySettings Trigger to apply settings
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
godrays_settings
newLight_Point
newLight_Spot
env_lensflare
newLight_Dir
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 Xengine)
Todo: Clean up english. Add more issues if you'll find.