Template:KV Light
- Appearance (lightstyle)
(style)
<integer choices> - Various lightstyle presets. Cannot be used on named lights.
- Warning:Using this parameter near displacements reduces performance!
Lightstyle presets
(epilepsy warning)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
- Custom Appearance
(pattern)
<string> - A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Requires light to have a targetname.
Internal keyvalues used only by VRAD:
- Brightness
(_light)
<color255 + int> - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Use sparingly; set falloff to linear instead of quadratic to make it more like an ordinary shadow and less like a black hole.
- BrightnessHDR
(_lightHDR)
<color255 + int> - RGB color and 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> - A simple intensity multiplier used when compiling HDR lighting.
- Constant
(_constant_attn)
<float> - Linear
(_linear_attn)
<float> - Quadratic
(_quadratic_attn)
<float> - These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
- 50 percent falloff distance
(_fifty_percent_distance))
<string> - 0 percent falloff distance
(_zero_percent_distance)
<string> - Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Hard falloff
(_hardfalloff)
<boolean> - Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
- Cast entity shadows
(_castentityshadow)
<boolean> (in all games since ) (also in ) - Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also
shadow_control
. - Note:This keyvalue may not be available in some FGDs.
- Shadow cast offset
(_shadoworiginoffset)
<vector> (in all games since ) - A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default
0 0 0
. - Note:This keyvalue may not be available in some FGDs.