Nuclide
Software Development Kit for id Tech
light_surface Class Reference

Tool/Server-Entity: Light Emitting Materials. More...

Inheritance diagram for light_surface:
light

Detailed Description

Tool/Server-Entity: Light Emitting Materials.

QUAKED light_surface (0 1 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Material property modifier related to lighting.

KEYS

  • "targetname" : Name
  • "surfacename" : Material to make a light emitting surface.
  • "light" : Light intensity value.
  • "color" : Normalized RGB color value. E.g. '1.0 1.0 1.0'
  • "color255" : RGB255 color value. E.g. '255 255 255'
  • "subdivisions" : Defines how many surfacelights are spawned for this surface.
  • "bouncescale" : How strong photons will bounce for radiosity operations. Default is 1.0.
  • "backsplash_fraction" : When > 0, creates a backsplash light that illuminates our material. Default is 5 (percent).
  • "backsplash_distance" : How many units away from the surface the backsplash light will be placed. Default is 23 (units).
  • "style" : What lightstyle group the emitted light will belong to.

NOTES

Instead of having hundreds of off-shoot materials for your level, you can use this to quickly make sure an existing material is adjusted for your level.

The backsplash_fraction key can be set to 100 (percent) to ensure it's mostly illuminated, however since the lights are round you might have some slightly darker parts in the corners of a perfectly square surface. Keep this in mind.

If you have round surfaces, especially patches, you should definitely adjust the backsplash_distance key to make sure the light is spawning out far enough. One giant, half circle patch surface might see issues otherwise. Not tested though.

TRIVIA

This entity was introduced in Nuclide (2021).


The documentation for this class was generated from the following file: