HPL3/Level Design/Lights Overview

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Lights

Lights are used to light up the environment, and also to create the right mood for a level.


The following are shared by the three kinds of lights. General Parameters:

  • Name: Name for the light. Should be unique for all objects on the map.
  • Position: 3D vector indicating position in World-space
  • Gobo: 2D or CubeMap texture that the light will project onto surfaces. 2D for SpotLights, CubeMap for PointLights, BoxLights don't support Gobos)
  • Falloff Map: 1D texture that will map how the light gets attenuated.
  • Diffuse color: color of the light. Will tint everything in its boundaries with it.

Flicker Parameters:

  • Active: if the flickering for this light should be off or not.
  • On Min Time / On Max Time: time the light will be on will be picked everytime at random inside this range.
  • On Sound: sound that will be played when the light turns on.
  • On PS: particle system that will be spawned when the light turns on.
  • Off Min Time / On Max Time: time the light will be off, will be picked everytime at random inside this range.
  • Off Sound: sound that will be played when the light turns off.
  • Off PS: particle system that will be spawned when the light turns on.
  • Off Radius: radius the light will use when turned off.
  • Off Color: diffuse color the light will use when turned off.
  • Fade Active: if fading should be used.
  • Fade On Min Time / On Max Time: how long the light should be fading from off to on, randomly picked.
  • Fade Off Min Time / Off Max Time: how long the light should be fading from on to off, randomly picked.