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light_surface

Allows you to create texture lights (textures that emits lights) in more advanced way than info_texlights does. All keyvalues set to default, change 'texture name' keyvalue and it will emit light of this texture color and power of 80. All other keyvalues and flag are optional.
Keyvalues


"
Texture name", _tex:
Name of texture to emit light.

"Filter max distance", _frange :
Excludes faces whose centers are far from this light_surface.

"Filter max dist to plane", _fdist :
Same as above, but checking the distance to the whole texture plane (instead of face center).

"Filter entity classname", _fclass :
Same as "Class In Filter" with <unknown> filter type.

"Filter entity name", _fname :
Same as "Name In Filter" with <unknown> filter type.

"Texture brightness", _light  :
The brightness of texture. Works the same way as in light and light_spot.

"Color", _texcolor :
Leave it empty, so color is auto-generated based on texture color.

"Inner(bright) angle(default 90)", _cone :
Like in light_spotlight, custom values used to simulate spotlight.

"Outer(fading) angle(default 90)", _cone2 :
Like in light_spotlight, custom values used to simulate spotlight.

"Adjust emit scale(1.0default)", _scale :
When simulating light_spotlight, this is scale value for light emission.

"Grid size of sampling", _chop :
Grid size of sampling. However lightmap grid cannot be changed. This keyvalue functionality is very limited.

"
Dark gap in front of texlight", _texlightgap :
Moves lights out of texture by few units (specified amount or chosen from pre-definied values). It's useful in situations where
light leaking out of the brush in opposite direction of light. Example:

"Fast", _fast :
Determines usage of '-fast' compile parameter for light. Set it to 'Yes' if brightness is low and the face is large.

"
Classname in Game", convertto:
Used by compilers. You don't need to set this.

Lot's of self-explanatory keyvalues for appearance manipulation (like in light and light_spot entities). Setting name allows to toggle light produced by this light_surface.


Flags


1
: "Initially dark": If set, the light will be turned off at map start. This counts as an additional lightstyle. If you have multiple lights
by the same name, they will count as one additional lightstyle, even if some of the lights are initially dark while others are not. Note that there can be at most 4 different light styles affecting a face in your map. Otherwise, light styles will be discarded from it, causing unrealistic lighting in extreme cases.


Notes

      • The brightness does not work in the same way as in the "info_texlight" (it does not scale with texture size) so you don't need to multiply 'Texture brightness' value to achieve sufficient brightness.
      • When you want to set some of the values to '0', you'll need to set them to '0.0' instead. Editor ignores raw '0' value.


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