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		<title>Maintenance script: Upload from wiki</title>
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		<updated>2020-07-09T13:47:02Z</updated>

		<summary type="html">&lt;p&gt;Upload from wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Lights =&lt;br /&gt;
Lights are used to light up the environment, and also to create the right mood for a level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are shared by the three kinds of lights.&lt;br /&gt;
General Parameters:&lt;br /&gt;
* '''Name''': Name for the light. Should be unique for all objects on the map.&lt;br /&gt;
* '''Position''': 3D vector indicating position in World-space&lt;br /&gt;
* '''Gobo''': 2D or CubeMap texture that the light will project onto surfaces. 2D for SpotLights, CubeMap for PointLights, BoxLights don't support Gobos)&lt;br /&gt;
* '''Falloff Map''': 1D texture that will map how the light gets attenuated.&lt;br /&gt;
* '''Diffuse color''': color of the light. Will tint everything in its boundaries with it.&lt;br /&gt;
&lt;br /&gt;
Flicker Parameters:&lt;br /&gt;
* '''Active''': if the flickering for this light should be off or not.&lt;br /&gt;
* '''On Min Time''' / '''On Max Time''': time the light will be on will be picked everytime at random inside this range.&lt;br /&gt;
* '''On Sound''': sound that will be played when the light turns on.&lt;br /&gt;
* '''On PS''': particle system that will be spawned when the light turns on.&lt;br /&gt;
* '''Off Min Time''' / '''On Max Time''': time the light will be off, will be picked everytime at random inside this range.&lt;br /&gt;
* '''Off Sound''': sound that will be played when the light turns off.&lt;br /&gt;
* '''Off PS''': particle system that will be spawned when the light turns on.&lt;br /&gt;
* '''Off Radius''': radius the light will use when turned off.&lt;br /&gt;
* '''Off Color''': diffuse color the light will use when turned off.&lt;br /&gt;
* '''Fade Active''': if fading should be used.&lt;br /&gt;
* '''Fade On Min Time''' / '''On Max Time''': how long the light should be fading from off to on, randomly picked.&lt;br /&gt;
* '''Fade Off Min Time''' / '''Off Max Time''': how long the light should be fading from on to off, randomly picked.&lt;br /&gt;
&lt;br /&gt;
Specific description and parameters for each type are next.&lt;br /&gt;
== Box Light ==&lt;br /&gt;
This type pretty much resembles an ambient light, but limited to a box in the world.&lt;br /&gt;
* '''Size''': 3D vector determining the size of the box in the world.&lt;br /&gt;
* '''Blend Function''': function that will determine how the illumination should apply. Available options are:&lt;br /&gt;
''' Replace: boxlights with this function enabled will impose their diffuse color over all their extension. If intersections are found, the one with highest priority will be used.&lt;br /&gt;
''' Add: boxlights with this function enabled will add their diffuse color on the place where they intersect.&lt;br /&gt;
&lt;br /&gt;
== Point Light ==&lt;br /&gt;
This type matches an omnidirectional light, that is, a light that will light up its surroundings bounded by a sphere.&lt;br /&gt;
* '''Rotation''': 3D vector indicating the rotation of the light. Will not have much effect unless there is a gobo assigned to the light.&lt;br /&gt;
* '''Radius''': real value indicating the radius of the bounding sphere.&lt;br /&gt;
&lt;br /&gt;
== Spot Light ==&lt;br /&gt;
* '''Rotation''': 3D vector indicating the rotation of the light. Will determine where the light points at.&lt;br /&gt;
* '''Cast Shadows''': sets if the light should affect shadow casters.&lt;br /&gt;
* '''Shadow Resolution''' &lt;br /&gt;
* '''Shadows affect static'''&lt;br /&gt;
* '''Shadows affect dynamic'''&lt;br /&gt;
* '''Radius''': real value that will determine the distance that the spotlight will reach from its position.&lt;br /&gt;
* '''Near clip plane''': real value determining the distance between the light position and its frustum near plane.&lt;br /&gt;
* '''FOV''': real value determining the angle formed between the imaginary line going from the light position to its frustum &lt;br /&gt;
* '''Aspect''': real value that determines the ratio FarClipPlane.width/FarClipPlane.height.&lt;br /&gt;
* '''Spot Falloff Map''': 1D texture that will map how the spot will attenuate over distance to the center.&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
		
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