Introduced by Vluzacn's Compile Tools, this point entity functions as a single-texture specific
lights.rad and <mapname>.rad with much more advanced control of the texture light's appearance.
Entity Properties
Class Info
- Texture name (_tex) - Name of the texture to emit light from.
- Filter max range (_frange) - Only apply to faces whose center is within this radius.
- Filter max dist to plane (_fdist) - Only apply to surface whose normal distance of its plane is within this value.
- Filter entity classname (_fclass) - Only apply to surfaces belonging to entities of this classname.
- Filter entity name (_fname) - Only apply to surfaces belonging to entities whose targetname is this.
- Texture brightness (_light) - Brightness of the light emitted. Similar to how it works for
light
.
- Color(replace texture color) (_texcolor) - Normally uses the average color of the texture for the emitted light. Use this to override that.
- Inner(bright) angle(90default) (_cone) - Similar to
light_spot
's Inner Radius. Sets the fully bright part of the light cone.
- Outer(fading) angle(90default) (_cone2) - Similar to
light_spot
's Outer Radius. Sets the angle where the light cone has faded to completely dark.
- Adjust emit scale(1.0default) (_scale) - Functions like -scale option on the RAD compiler(?). Higher values results in brighter light and vice versa.
- Grid size of sampling (_chop) - Has limited functionality. Sets the sampling grid size for scaled textures but cannot affect lightmap grid.
- Dark gap in front of texlight (_texlightgap) - How far to move the light from the emitting surface. Can help prevent light bleeding through thin lamp brushes and such.
- Fast (_fast) - Same as using the
-fast
option on the RAD compiler(?).
- Classname in game (convertto) - Used by the compiler to set the entity's in-game classname. You will most likely not need to set this.
- Name (targetname) - Toggles the emitted light on or off.
- Appearance (no name allowed) (style) - Light appearance. Values:
- 0 = Normal
- 1 = Flicker A
- 2 = Slow strong pulse
- 3 = Candle A
- 4 = Fast strobe
- 5 = Gentle pulse
- 6 = Flicker B
- 7 = Candle B
- 8 = Candle C
- 9 = Slow strobe
- 10 = Fluorescent flicker
- 11 = Slow pulse, no black
- Custom Appearance (pattern) - Sets a custom pattern for the light style using a string of letters from a to z, from brightest to darkest respectively, up to 64 characters.
Flags
Notes
- This is the only type of texture lighting that can be triggered on or off, and that supports light styles.
- Unlike lights.rad and <mapname>.rad or
info_texlights
type texture lighting, this does not scale with texture size and the brightness instead behaves more like that of light
entities.
- Filter max dist to plane (_fdist) is preferred when lighting a row of lights that lie on the same plane, as the normal distance is identical.
- Filter max range (_frange) is preferred when lighting a bunch of light fixtures that are not on the same plane but clustered within a certain area. However it is affected by face subdivisions.
The following shows difference between
Filter max range (_frange) and
Filter max dist to plane (_fdist). The value is 80 in both cases.
Filter max range (_frange)
Filter max dist to plane (_fdist)