https://wiki.frictionalgames.com/page?title=Hpl3:Tools:maineditors:common:lights&feed=atom&action=historyHpl3:Tools:maineditors:common:lights - Revision history2024-03-29T15:05:57ZRevision history for this page on the wikiMediaWiki 1.34.2https://wiki.frictionalgames.com/page?title=Hpl3:Tools:maineditors:common:lights&diff=632&oldid=prevMaintenance script: Upload from wiki2020-07-09T13:47:02Z<p>Upload from wiki</p>
<p><b>New page</b></p><div>= Lights =<br />
Lights are used to light up the environment, and also to create the right mood for a level. <br />
<br />
<br />
The following are shared by the three kinds of lights.<br />
General Parameters:<br />
* '''Name''': Name for the light. Should be unique for all objects on the map.<br />
* '''Position''': 3D vector indicating position in World-space<br />
* '''Gobo''': 2D or CubeMap texture that the light will project onto surfaces. 2D for SpotLights, CubeMap for PointLights, BoxLights don't support Gobos)<br />
* '''Falloff Map''': 1D texture that will map how the light gets attenuated.<br />
* '''Diffuse color''': color of the light. Will tint everything in its boundaries with it.<br />
<br />
Flicker Parameters:<br />
* '''Active''': if the flickering for this light should be off or not.<br />
* '''On Min Time''' / '''On Max Time''': time the light will be on will be picked everytime at random inside this range.<br />
* '''On Sound''': sound that will be played when the light turns on.<br />
* '''On PS''': particle system that will be spawned when the light turns on.<br />
* '''Off Min Time''' / '''On Max Time''': time the light will be off, will be picked everytime at random inside this range.<br />
* '''Off Sound''': sound that will be played when the light turns off.<br />
* '''Off PS''': particle system that will be spawned when the light turns on.<br />
* '''Off Radius''': radius the light will use when turned off.<br />
* '''Off Color''': diffuse color the light will use when turned off.<br />
* '''Fade Active''': if fading should be used.<br />
* '''Fade On Min Time''' / '''On Max Time''': how long the light should be fading from off to on, randomly picked.<br />
* '''Fade Off Min Time''' / '''Off Max Time''': how long the light should be fading from on to off, randomly picked.<br />
<br />
Specific description and parameters for each type are next.<br />
== Box Light ==<br />
This type pretty much resembles an ambient light, but limited to a box in the world.<br />
* '''Size''': 3D vector determining the size of the box in the world.<br />
* '''Blend Function''': function that will determine how the illumination should apply. Available options are:<br />
''' 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.<br />
''' Add: boxlights with this function enabled will add their diffuse color on the place where they intersect.<br />
<br />
== Point Light ==<br />
This type matches an omnidirectional light, that is, a light that will light up its surroundings bounded by a sphere.<br />
* '''Rotation''': 3D vector indicating the rotation of the light. Will not have much effect unless there is a gobo assigned to the light.<br />
* '''Radius''': real value indicating the radius of the bounding sphere.<br />
<br />
== Spot Light ==<br />
* '''Rotation''': 3D vector indicating the rotation of the light. Will determine where the light points at.<br />
* '''Cast Shadows''': sets if the light should affect shadow casters.<br />
* '''Shadow Resolution''' <br />
* '''Shadows affect static'''<br />
* '''Shadows affect dynamic'''<br />
* '''Radius''': real value that will determine the distance that the spotlight will reach from its position.<br />
* '''Near clip plane''': real value determining the distance between the light position and its frustum near plane.<br />
* '''FOV''': real value determining the angle formed between the imaginary line going from the light position to its frustum <br />
* '''Aspect''': real value that determines the ratio FarClipPlane.width/FarClipPlane.height.<br />
* '''Spot Falloff Map''': 1D texture that will map how the spot will attenuate over distance to the center.</div>Maintenance script