This entity makes the map's sky emit light. The only practical way of lighting outdoor maps.
Attributes
- Name (targetname) - Property used to identify entities.
- Pitch, Yaw, Roll (angles) - Sets the pitch (up/down), yaw (left/right) and roll (bank) respectively.
- Pitch (pitch) - A negative number will give downward pitch (which is normally what you want).
- Brightness (_light) - The first three 3-digit numbers are the colour (RGB) and the fourth is brightness/light intensity (e.g. 248 244 237 350).
Positioning logic
Use Pitch to shift the sun (or moon) vertically (similar to daytime/hours) and Yaw to shift it horizontally (cardinal direction or obliquity)
0° Pitch: sun at the horizon (like in sunrise/sunset) - huge shadows on floor if at least a minimal amount of -pitch were given
-45° Pitch: sun between horizon and top (like 9 AM or 15 PM)
-90° Pitch: sun at the top (like 12 Noon) - only parallel shadows on floor
0° Yaw: facing RT side of the skybox
90° Yaw: facing BK side of the skybox
180° Yaw: facing LF side of the skybox
270° Yaw: facing FT side of the skybox
Notes
- Sky brushes must have the "SKY" texture on all faces or they won't emit light.
- The key pitch have the same function as the one in angles, although if you add a value (≠0) to pitch it will overwrite the one in angles. Roll has no effect at all.
- For modern compiler, you are not advised to use multiple light_environment in a map. However, you can still use multiple light_environment for multiple colors.
- This entity doesn't spawn a visible source of light in the sky. Therefore, the sun or moon must be part of the skybox as a picture for visual effects.
Related pages
Example maps
pitch
into the pitch component ofangles
. World and model lighting should just work.