light_environment (Half-Life)
Last edited 16 years ago2008-05-04 03:44:32 UTC
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Point EntityThis entity makes a 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. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- ZHLT Fade (_fade)
- ZHLT Falloff (_falloff)
- 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 third is brightness.
Flags
Inputs
Outputs
Notes
- You only need one light_enviroment per area of sky, So if you have a map that has two seperate/divided areas of sky, then you need two entities unless you are using Zoner's Half-Life Tools for compiling (see the Links page) which you certainly should be.
*
Sky brushes must have the 'sky' texture on all faces or they won't emit light.
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pitch
into the pitch component ofangles
. World and model lighting should just work.