GS-Entbase: Add detailed QUAKED definition for light_environment!
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*/
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/*QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
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Defines the overall ambient skylight in the map.
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STUB!
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-------- KEYS --------
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"color" : Normalized RGB color value. Default is [1,1,1]
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"color255" : RGB255 color value. e.g. '255 255 255' for white
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"ambientcolor" : Shadow color. Normalized RGB color value. Default is [1,1,1]
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"ambientcolor255" : Shadow color. RGB255 color value. e.g. '255 255 255' for white
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"intensity" : Overall intensity of the sky light. '300' is probably okay for a day level.
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"sunangle" : The yaw position of the sun, basically the horizontal direction.
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"pitch" : The vertical position of the sun. '-90' means straight down, '-45' is diagonal etc.
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"samples" : The amount of passes onto the lightmap, this is required for spread.
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"sunspreadangle" : The offset of each sample pass in degrees, basically horizontal jitter.
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"filterradius" : Blur amount for each pass. This will make cloud scenes work well.
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-------- NOTES --------
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Only one is effective per map.
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Sun light generally is white, unless the atmosphere/horizon is coloring it.
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The ambientcolor should generally be set to that of the skybox for the most
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realistic depiction of the world.
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As mentioned before, the 'sunspreadangle' and 'filterradius' keys only work
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if 'samples' is set to something higher than 1, as those are parameters for
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said behaviour. There's no point in setting 'samples' to something higher than
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1 if you aren't bothering to supply a valid 'sunspreadangle' and 'filterradius'
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key either.
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For cloudly/overcast skies, I'd recommend setting the 'pitch' to '-45', then
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'samples' to at least '4' and 'sunspreadangle to '360' with a 'filterradius'
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of at least '1'. This will ensure that the sunlight will be cast diagonally
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from 4 positions across the entire horizon - thus eliminating any harsh shadows.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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