GS-Entbase: Add detailed QUAKED definition for light_environment!

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Marco Cawthorne 2021-08-12 21:34:32 +02:00
parent 0d759c724c
commit a3e0cceba0
1 changed files with 28 additions and 1 deletions

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@ -15,8 +15,35 @@
*/
/*QUAKED light_environment (1 0 0) (-8 -8 -8) (8 8 8) ?
Defines the overall ambient skylight in the map.
STUB!
-------- KEYS --------
"color" : Normalized RGB color value. Default is [1,1,1]
"color255" : RGB255 color value. e.g. '255 255 255' for white
"ambientcolor" : Shadow color. Normalized RGB color value. Default is [1,1,1]
"ambientcolor255" : Shadow color. RGB255 color value. e.g. '255 255 255' for white
"intensity" : Overall intensity of the sky light. '300' is probably okay for a day level.
"sunangle" : The yaw position of the sun, basically the horizontal direction.
"pitch" : The vertical position of the sun. '-90' means straight down, '-45' is diagonal etc.
"samples" : The amount of passes onto the lightmap, this is required for spread.
"sunspreadangle" : The offset of each sample pass in degrees, basically horizontal jitter.
"filterradius" : Blur amount for each pass. This will make cloud scenes work well.
-------- NOTES --------
Only one is effective per map.
Sun light generally is white, unless the atmosphere/horizon is coloring it.
The ambientcolor should generally be set to that of the skybox for the most
realistic depiction of the world.
As mentioned before, the 'sunspreadangle' and 'filterradius' keys only work
if 'samples' is set to something higher than 1, as those are parameters for
said behaviour. There's no point in setting 'samples' to something higher than
1 if you aren't bothering to supply a valid 'sunspreadangle' and 'filterradius'
key either.
For cloudly/overcast skies, I'd recommend setting the 'pitch' to '-45', then
'samples' to at least '4' and 'sunspreadangle to '360' with a 'filterradius'
of at least '1'. This will ensure that the sunlight will be cast diagonally
from 4 positions across the entire horizon - thus eliminating any harsh shadows.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).