light
Last edited 11 months ago2023-12-22 09:55:10 UTC
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Point-based light. It can also be toggled on/off and pulse in a variety of pre-defined styles (as well as custom ones) in a limited fashion.
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Name (targetname) - Property used to identify entities.
- Brightness (_light) - First three 3-digit numbers are the color (RGB). The fourth number is the brightness. e.g.
255 0 0 300
will produce a red light with a brightness of 300 units.
- Appearance (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) - Use a string of letters to provide a custom light style (see note).
- ZHLT Fade (_fade) - Multiplier for the overall strength of the light without affecting distance (which is controlled by Brightness (_light)
- ZHLT Falloff (_falloff) - Light calculation falloff. Values:
- 0 = Default, Linear (Good for small lights)
- 1 = Inverse Linear
- 2 = Inverse Square (More akin to real-world light calculation)
Flags
- Initially dark (1) - If this is enabled, the entity will need to be triggered to work.
Notes
- Naming the light will make it ignore its Appearance (style). To get around this, use Custom Appearance (pattern) instead.
- The Custom Appearance (pattern) property allows you to enter a string of up to 63 letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. To use this feature, you must name the light.
- You can't have more than 4 named lights in the same visual area - because the compiler will have a difficult time allocating separate lightmap data for each light that can be turned on and off.
- Glitch: Somehow, the engine (or rad compiler?) opts not to draw the light reflections/bright on the surface of nearby entities (anything 3D other than a brush) when there are SKY textured walls around the light entity. See an example here.
- Solution: Create a relatively large block anywhere between the light entity and the sky (usually, er, above the light entity); the "shadow" of this block will delimite where the glitch should be fixed. Apply SKIP texture on all of its faces and a black_HIDDEN on the face parallel to the light entity (usually bottom/top).
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