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Worldspawn Suns
_sun_color
_sun_diffuse
_sun_diffade, _sun_difwait
_sun_light
_sun_style
Worldspawn Sun Aiming
_sun_angle, _sun_mangle
_sun_target, _sun
_sun_vector
Related Topics
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One method of defining suns is by using Worldspawn settings. The keywords listed in the entries below pertain to the first sun. To create additional suns, just change the keyword prefix from _sun to _sun2, _sun3, _sun4, _sun5, _sun6, _sun7, _sun8, or _sun9. For example: _sun3_light would set the brightness of a 3rd sun, and _sun5_color would set the color for a 5th.
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_sun_color r g b |
location: worldspawn version: 1.00 | ||
r g b: standard rgb color | default: sky surface color | ||
Sets the color of the sunlight to the specified rgb color value. If
_sun_color is not specified, the color of the sky surface textures will
be used instead.
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_sun_diffuse brightness |
location: worldspawn version: 1.00 | ||
brightness: 0-sunlight brightness | default: 0 | ||
Sets the brightness of the diffused sunlight. This simulates the
diffusion of light by atmospheric haze, creating a soft glow around the
edges of sunlight shadows.
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_sun_diffade scale
_sun_difwait scale |
location: worldspawn version: 1.00 | ||
scale: 0-1 (bigger), > 1 (smaller) | default: 1 | ||
Scales how quickly the diffuse sunlight fades out over distance. The
default distance is about 64 units. Values less than 1 fade slower,
increasing the distance. Values greater than 1 fade faster,
decreasing the distance. For example: a value of .5 fades half as
fast, covering twice the distance, or about 128 units. Note: The quality of diffuse sunlight is dependant on patch size. Values greater than 1 may require a smaller -chopsky size to look good. |
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_sun_light brightness |
location: worldspawn version: 1.00 | ||
brightness: > 0 | default: 200 | ||
Sets the brightness of the sunlight. Sunlight is not affected by
distance, only by the angle-on-incidence (angle it strikes surfaces).
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_sun_style lightstyle _sun_style targetname |
location: worldspawn version: 3.00 | ||
lightstyle: standard lightstyle (0-31) targetname: targetname of triggered light |
default: 0 default: none |
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Sets the lightstyle that this sun will cast. The value can take one of
two possible forms:
lightstyle - A standard 0-31 lightstyle number. targetname - The targetname of a separate triggered light entity. This will set the sunlight to the same trigger as the light. Note: Remember only style 0 light bounces. |
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Like spotlights, there are several different methods available for setting the direction of suns in the Worldspawn. Choose any one of the methods that you prefer. Remember these point in the direction the sunlight is cast, not towards the sun. All suns points straight down by default.
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_sun_angle yaw pitch
_sun_mangle yaw pitch |
location: worldspawn version: 1.00 | ||
yaw: 0-360 pitch: -90-90 | default: 0 -90 | ||
Sets the sunlight direction by yaw and pitch angles. Yaw goes from 0-360
degrees around the z-axis, like the angle key. Pitch goes from -90
straight down, through 0 horizontal, to 90 straight up. Note: A value around "75 -30" lines up well with the sun in Quake2's envmap skies. |
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_sun_target targetname
_sun targetname |
location: worldspawn version: 1.00 | ||
targetname: targetname of spotlight's info_null | default: none | ||
Sets the sunlight direction with separate light & info_null entities.
Create and aim a spotlight using the traditional qrad3 info_null method.
Then set the _sun_target value to the same targetname as the info_null.
The sun will now point in the same direction as that spotlight.
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_sun_vector x y z |
location: worldspawn version: 1.00 | ||
x y z: any direction | default: 0 0 -1 | ||
Sets the sunlight direction by direction vector. This is the direction
defined by a ray pointing from the origin (0,0,0) to the specified x,y,z
value.
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-chopsky
Sunlight: Light Entity