NewLights_settings

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NewLights_settings is a point entity available in Black Mesa Black Mesa. This entity dynamically changes some lighting settings for newLight_Spot and newLight_Point if triggered by the input.

Represented by class CNewLightsSettings.

Tip.pngTip:You can change values dynamically via AddOutput input.
Black Mesa Level Creation

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

TargetNewLightEntity_Name (TargetNewLightEntity) <string>
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 selected Spot Light.
  • 0: Point Light
  • 1: Spot Light
Light Color (LightColor) <color255>
The RGB color of the light. Colors must be between 0 and 255.
Light Intensity (Intensity) <float>
Intensity/brightness of the light. It's RGB * intensity.
Note.pngNote:With 0 it will make the light disabled, including the effects. Doesn't affect shadows.
Range (Range) <float>
Range of the light, or how far the light source can illuminate. Measured in Hammer Units.
Warning.pngWarning:This is one of the parameters that affects performance in the game. Smaller values ​​allow you to process less geometry and save performance.
Note.pngNote:Shadows from objects that are at a great distance look noticeably worse than shadows from objects that are near to the light source.
Icon-Important.pngImportant: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>
Appearance presets.
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Tip.pngTip:Use new lights instead for lights with custom appearance, because static lightmapped lights reduces performance with this feature (especially near displacements).
Confirm:Is it possible to have your own light styles (the property are using integer values) ?
Light Ambient Color (LightColorAmbient) <color255>
The RGB color of the shadows. Colors must be between 0 and 255.
Examples
SpecularMultiplier (SpecMultiplier) <float>
Specular multiplier. Sets intensity of new specular shader from this light source. It's RGB * Intensity * SpecularMultiplier. 0 means disabled.
Examples


falloffConstant (falloffConstant) <integer> !FGD Obsolete
Deprecated.
Constant value (can work only if old falloff is enabled).
falloffLinear (falloffLinear) <integer> !FGD Obsolete
Deprecated.
Linear value (can work only if old falloff is enabled).
falloffQuadratic (falloffQuadratic) <integer> !FGD Obsolete
Deprecated.
Quadratic value (can work only if old falloff is enabled).
OuterAngle (phi) <float>
Outer angle for spot light.
Warning.pngWarning:This affect shadow quality, less is better.
Icon-Important.pngImportant:Don't use values 180 and higher, this will make shadows and lighting broken.
InnerAngle (theta) <float>
Inner angle value for spot light.
Warning.pngWarning:Using values higher than in OuterAngle will not make ShadowFOV value higher. This will result in broken shadows.
AngularFallOff (angularFallOff) <float>
Angular falloff value.
Examples
Note.pngNote:Results depend on values of OuterAngle and InnerAngle.

Inputs

InputApplySettings <void>
Triggers the entity to apply the settings.

Bugs/Limitations

Range increasing doesn't increase BBOX

This results in the lighting disappearing before the player has completely moved their viewing angle away from the light source. This affects all light types, including Dynamic type.

OuterAngle increasing/decreasing doesn't change ShadowFOV

Static shadowmaps will be broken after increasing outer angle value for newLight_Spot (fixes after save reload). For Static light type, you will not have notable issues with decreasing, but shadows will not look better. Stationary light type will be broken after decreasing as well.

AngularFallOff may broke shadows for Stationary light type

Sometimes, for some reason, changing AngularFallOff value for Stationary light type will make your shadows look broken.

Range increasing/decreasing will make static shadowmaps broken

Range increasing/decreasing doesn't updatw static shadowmaps, this leaves old static shadowmaps that cannot be properly overlaid with the changed range value.

This is how it looks with increasing.

This is how it looks with decreasing.

See also