// light_shadow // It creates toggleable shadow for func_door, func_breakable, ... @PointClass color(255 255 0) = light_shadow : "Dynamic shadow control" [ // Control the shadow of this solid entity. // The solid entity must have 'Opaque' set in its lightflags. target(target_destination) : "Target solid entity" // Switch the light_shadow on/off will cause shadow to disappear/appear. targetname(target_source) : "Name" style(choices) : "Appearance (no name allowed)" : "" = [ "" : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker A" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12 : "Slow strobe" ] pattern(string) : "Custom Appearance" zhlt_stylecoring(string) : "Coring of this style(0.1default)" convertto(choices) : "Classname in game" : "light" = [ "light" : "light" "light_spot" : "light_spot" ] spawnflags(flags) = [ 1 : "Initially dark" : 0 2048 : "Not in Deathmatch" : 0 ] ] // info_overview_point // It makes all entities visible from this place in overview mode (dev_overview 1). @PointClass color(255 0 0) = info_overview_point : "Disable VIS here for overview" [ ] // info_sunlight // It generates a fake light_environment which defines sv_skycolor and sv_skyvec in game. // If you are using multiple light_environments, you will probably need this entity. @PointClass color(255 255 0) = info_sunlight : "light_environment info" [ target(target_destination) : "Target" angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" pitch(integer) : "Pitch" : -90 _light(color255) : "Brightness" : "255 255 128 100" ] // func_group // It is not a real entity. // Brushes in this entity is same to world brushes, except: // (1) You can prevent them from blocking players. // (2) If faces in func_group coincide with world faces, it will always cover world faces. @SolidClass = func_group : "Solid brushes" [ zhlt_noclip(choices) :"Passable" : "" = [ "": "No" 1: "Yes" ] ] // info_texlights // It defines texture lights. // Add any texture name as a key and their brightness as the value. // Don't need to set colors because hlrad knows texture colors. @PointClass color(255 0 0) = info_texlights : "Texture name : Brightness" [ ] // info_smoothvalue // It specifies smoothing threshold angle for each texture. @PointClass color(255 0 0) = info_smoothvalue : "Texture name : Threshold of smooth angle" [ ] // info_translucent // It defines translucent effect for textures. // 0.0 = normal (only receive light from front), 1.0 = receive 100% light from back and 0% from front. // Can be used to simulate materials like fabric, coarse glass, plastic. // The thickness of brush with translucent textures can not exceed 2 units. @PointClass color(255 0 0) = info_translucent : "Texture name : translucent scale from 0.0 to 1.0" [ ] // light_surface // It defines texture lights. @PointClass color(255 255 0) = light_surface : "Texture light" [ _tex(string) : "Texture name" : "" // texture name (not case sensitive) _frange(string) : " Filter max distance" : "" // max distance from face center to this entity _fdist(string) : " Filter max dist to plane" : "" // max distance from face plane to this entity _fclass(string) : " Filter entity classname" : "" _fname(string) : " Filter entity name" : "" _light(string) : "Texture brightness" : "80" // value >= 80 will ensure full brightness. Colored brightness is not recommended. // Note: // If you want to set cone angle or any other value to 0, // '0.0' should be used instead of '0'. // This is a bug in Hammer. _cone(string) : " Inner(bright) angle(90default)" : "" // should be 90 for conventional texlights _cone2(string) : " Outer(fading) angle(90default)" : "" // should be 90 for conventional texlights _scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting _chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale _fast(choices) : " Fast" : "" = [ "": "No" 1: "Yes" ] // 'light_surface' will not be recognized by the game if we don't change its classname. convertto(choices) : "Classname in game" : "light" = [ "light" : "light" "light_spot" : "light_spot" ] targetname(target_source) : " Name" : "" // create a new light style with this name style(Choices) : " Appearance (no name allowed)" : "" = // use predefined light styles which have predefined patterns [ "" : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker A" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" 12 : "Slow strobe" ] // Light of the same style share the same pattern. pattern(string) : " Custom Appearance" : "" // pattern defined by a sequence of letters // If light sent to a face is darker than the coring value, it will be considered indifferent with total darkness. // Large coring value: smaller bsp size. // Small coring: better look, but sometimes 'too many styles' error. // This feature only works on dynamic light styles, i.e. light sent from light entities with targetname or style. // Light of the same style share the same coring value. zhlt_stylecoring(string) : " Coring of this style(0.1default)" : "" // change coring value for this light style spawnflags(flags) = [ 1 : "Initially dark" : 0 2048 : "Not in Deathmatch" : 0 ] ]