A point light source.
Keyvalues
Red, green and blue amounts of the light color, from 0 to 255, followed by the brightness, which can have pretty much any value greater than 0. It is not limited to 200 or 255 and can be a decimal, although that level of precision is rarely required.
Allows you to select a light style. This will only work when a targetname is NOT set. 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.
"Custom Appearance", pattern:
Allows you to set up a custom appearance of unnamed light. To do this, you will have to enter 1 to 64 chars from the alphabet ('a' to 'z'), whereas 'a' stands for being dark and 'z' for very bright. Normal lights' appearances uses 'm'. The program "Custom Lightstyle Generator" by Craig "CRAZG" McLaren might help you here. Whatever sequence you enter is stepped through at about 8 Hertz. This will only work when a targetname is set. 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.
"ZHLT Fade", _fade:
In the simplest words, it customizes light fading. '1.0' for normal fade, larger values for 'shorter' lights.
"ZHLT Falloff", _falloff:
Changed the way how the light is calculated in compile process. Default means 'Inverse square' (unless you changed default light spreading in compile commands). Linear option makes light spreading less, creating collimated light, just light movie projector, searchlights, flashlights e.t.c. Sometimes other light settings and light placement make this keyvalue nugatory.
1: "Initially dark": If set, the light will be turned off at map start. This will only work when a targetname is set. 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.
2: "Remove on spawn": This flag is obsolete.
- The use of texture lights is always more encouraged, as they usually produce more realistic lighting.
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