Template:KV Light

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Appearance (lightstyle) (style) <integer choices>
Various lightstyle presets. Cannot be used on named lights.
Warning.pngWarning:Using this parameter near displacements reduces performance!
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 !FGD Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
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.pngNote: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.pngWarning: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.
Icon-Bug.pngBug: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.  [todo tested in?]
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 Left 4 Dead) (also in Garry's Mod)
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.pngNote:This keyvalue may not be available in some FGDs.
Shadow cast offset (_shadoworiginoffset) <vector> (in all games since Left 4 Dead)
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.pngNote:This keyvalue may not be available in some FGDs.