Moderator elections are being held. See Valve Developer Community:Moderator elections for more details.
Users who would like to run for moderator must be autoconfirmed and have at least 100 edits. Users can check their own edit count at Special:Preferences.

Template:KV Source 2 Light

From Valve Developer Community
Jump to: navigation, search

Source 2 Light:
Enabled (enabled) (???) <boolean>
Sets the initial on/off state of the light.
Color (color) (???) <color255>
The RGB color of the light.
Brightness (brightness) (???) <float>
The brightness of the light. The value can be increased over 1.0
Range (range) (???) <float>
Distance range for light. 0 : infinite.
Cast Shadows (castshadows) (???) <choices>
Whether this light casts shadow.
  • 0: No
  • 1: Yes
  • 2: Baked Only
Shadow Near Clip Plane (nearclipplane) (???) <float>
Distance in game units for near clip plane for shadow map.
Appearance (style) (???) <choices>
Various Custom Appearance presets.
Light Appearances
Literal Value Description Sequence Preview
0 Normal m Sequence 0.gif
10 Fluorescent flicker mmamammmmammamamaaamammma Sequence 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Sequence 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Sequence 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Sequence 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Sequence 1.gif
6 Flicker B nmonqnmomnmomomno Sequence 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Sequence 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Sequence 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Sequence 8.gif
4 Fast strobe mamamamamama Sequence 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Sequence 9.gif
12 !FGD Underwater light mutation mmnnmmnnnmmnn Sequence 12.gif
Custom Appearance (pattern) (???) <string>
Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
Start Fade Dist (fademindist) (???) <float>
Distance at which the light starts to fade (<0 : use fademaxdist).
End Fade Dist (fademaxdist) (???) <float>
Maximum distance at which the light is visible (0 : don't fade out).
Render to Cubemaps (rendertocubemaps) (???) <boolean>
If true, this geometry renders into baked cube maps
Priority (priority) (???) <integer>
When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.


Indirect Light Multiplier (bouncescale) (???) <float>
Multiplies the brightness of light bouncing of surfaces.
Render Diffuse (renderdiffuse) (???) <boolean>
Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).
Render Specular (renderspecular) (???) <choices>
Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.
  • 0: Off
  • 1: On - Render in real-time.
  • 2: Bake into cubemaps (Source 1 behavior)
Enabled (directlight) (???) <choices>
How direct lighting should be represented.
  • 0: None
  • 1: Baked
  • 2: Per-Pixel
  • 3: Mixed
    Blank image.pngTodo: possibly deprecated
Enabled (indirectlight) (???) <choices>
How indirect lighting should be represented.
  • 0: None
  • 1: Baked