Template:KV Light
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- 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%. Updates at 10 Hz. Requires light to have a targetname.
Internal keyvalues used only by VRAD:
- Brightness (_light) <color255 + int>
- The RGB color of the light, and a multiplicative scalar for brightness (applied after gamma correction). Colors should be between 0 and 255; brightness can be anything (even absent). If only one value is provided, light will be greyscale.
Note:Brightness values below zero are clamped; this can be fixed by modifying VRAD.
Code Fix:In
utils/vrad/lightmap.cpp
, look for the comment saying "// make sure light is legal", then remove the following if statement, including all its contents.- 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.
Note:Unlike _light and _lightHDR, negative values are supported. 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. Since this only applies to HDR mode, it should be reserved for games that don't officially support disabling HDR.
- 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) <float>
- 0 percent falloff distance (_zero_percent_distance) <float>
- Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
Bug:Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
- 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.