light
Last edited 11 months ago2024-01-08 12:29:57 UTC
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Point-based light that emits light in all directions. 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
- 12 = Underwater mutation (i.e. constant light source, but placed underwater)
- 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 (in particular, the linked page has pattern strings used by the preset appearance values).
- 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.
- There's a limit of 4 total lightmaps per face in the BSP format. This means there's a limit of 4 named lights in the same visual area (3 if there's also unnamed lights).
- There's a limit of 31 named lights per map. This includes all
light_*
entities.
- Light from a
light_environment
entity overrides lighting on entity models if the entities have line of sight to the sky (i.e. sky faces) from the reverse direction of the angles/angle+pitch values of that light_environment entity.
- To block line of sight and have entities take lighting from the ground as normal, use brushes textured with black_HIDDEN on the bottom face, and SKIP on the other faces.
- To bypass this effect altogether, use
light_spot
with "Is Sky" set to Yes instead of light_environment.
- Tip: Pair light entities with light fixtures so that the light appear more lifelike instead of emanating out of thin air.
- Alternatives to point light:
Related pages
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