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.