LightDescription
A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects.
Light
LinearColorF
Changes the base color hue of the light.
float
Adjusts the lights power, 0 being off completely.
float
Controls the size (radius) of the light.
bool
Enables/disabled shadow casts by this light.
int
static shadow refresh rate (milliseconds)
int
dynamic shadow refresh rate (milliseconds)
Light Animation
Datablock containing light animation information (LightAnimData)
float
The length of time in seconds for a single playback of the light animation.
float
The phase used to offset the animation start time to vary the animation of nearby lights.
Misc
Datablock containing light flare information (LightFlareData)
float
Globally scales all features of the light flare.
Advanced Lighting
Point3F
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
The type of shadow to use on this light.
filename
A custom pattern texture which is projected from the light.
int
The texture size of the shadow map.
Point4F
The ESM shadow darkening factor.
float
The distance from the camera to extend the PSSM shadow.
float
int
The logrithmic PSSM split distance factor.
float
The logrithmic PSSM split distance factor.
float
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool
This light is represented in lightmaps (static light, default: false)
LinearColorF
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
Public Functions
void
apply()
Force an inspectPostApply call for the benefit of tweaking via the console.
Detailed Description
A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects.
This datablock stores the properties of that light as fields that can be initialized from script.
// Declare a light description to be used on a rocket launcher projectile datablock LightDescription(RocketLauncherLightDesc) { range = 4.0; color = "1 1 0"; brightness = 5.0; animationType = PulseLightAnim; animationPeriod = 0.25; }; // Declare a ProjectileDatablock which uses the light description datablock ProjectileData(RocketLauncherProjectile) { lightDesc = RocketLauncherLightDesc; projectileShapeName = "art/shapes/weapons/SwarmGun/rocket.dts"; directDamage = 30; radiusDamage = 30; damageRadius = 5; areaImpulse = 2500; // ... remaining ProjectileData fields not listed for this example };
Light
LinearColorF color
Changes the base color hue of the light.
float brightness
Adjusts the lights power, 0 being off completely.
float range
Controls the size (radius) of the light.
bool castShadows
Enables/disabled shadow casts by this light.
int staticRefreshFreq
static shadow refresh rate (milliseconds)
int dynamicRefreshFreq
dynamic shadow refresh rate (milliseconds)
Light Animation
LightAnimData animationType
Datablock containing light animation information (LightAnimData)
float animationPeriod
The length of time in seconds for a single playback of the light animation.
float animationPhase
The phase used to offset the animation start time to vary the animation of nearby lights.
Misc
LightFlareData flareType
Datablock containing light flare information (LightFlareData)
float flareScale
Globally scales all features of the light flare.
Advanced Lighting
Point3F attenuationRatio
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
ShadowType shadowType
The type of shadow to use on this light.
filename cookie
A custom pattern texture which is projected from the light.
int texSize
The texture size of the shadow map.
Point4F overDarkFactor
The ESM shadow darkening factor.
float shadowDistance
The distance from the camera to extend the PSSM shadow.
float shadowSoftness
int numSplits
The logrithmic PSSM split distance factor.
float logWeight
The logrithmic PSSM split distance factor.
float fadeStartDistance
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool lastSplitTerrainOnly
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool representedInLightmap
This light is represented in lightmaps (static light, default: false)
LinearColorF shadowDarkenColor
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool includeLightmappedGeometryInShadow
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
Public Functions
apply()
Force an inspectPostApply call for the benefit of tweaking via the console.
Normally this functionality is only exposed to objects via the World Editor, once changes have been made. Exposing apply to script allows you to make changes to it on the fly without the World Editor.
note:This is intended for debugging and tweaking, not for game play
// Change a property of the light description RocketLauncherLightDesc.brightness = 10; // Make it so RocketLauncherLightDesc.apply();