@include "halflife2.fgd" @PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") frustum(lightfov,nearz,farz,lightcolor,-1) = env_cascade_light : "An entity to control the sunlight that casts cascaded shadows in the map." [ spawnflags(flags) = [ 1 : "Enabled" : 1 ] lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity" cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera." uselightenvangles(Choices) : "Use light_environment's angles" : 1 : "If true, the CSM shadow angles are automatically harvested from the light_environment's angles. If false, this entity's angles are used." = [ 1 : "Yes" 0 : "No" ] ambient(integer) :"Ambient" : 0 : "idk" input Enable(void) : "Turn on the texture" input Disable(void) : "Turn off the texture" input EnableShadows(bool) : "Turn off the shadows" input Texture(string) : "Change texture" input LightColor(color255) : "Set the light color." input SetAngles(string) : "Set the sun direction." ] @PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_environment : "Sets the color and angle of the light from the sun and sky." [ targetname(string) : "Name" pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." _light(color255) : "Brightness" : "255 255 255 200" _ambient(color255) : "Ambient" : "255 255 255 20" _lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1" _lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR." _ambientHDR(color255) : "AmbientHDR" : "-1 -1 -1 1" _AmbientScaleHDR(float) : "AmbientScaleHDR" : "1" : "Amount to scale the ambient light by when compiling for hdr." pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." ]