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TENEBRAE GFX DLIGHTS
From Quake Wiki
Fields:
.float light_lev; // Radius (does not affect brightness), typical value 350 .vector color; // Color (does not affect radius), typical value '1 1 1' // (bright white), can be up to '255 255 255' (nuclear blast) .float style; // Light style (like normal light entities, flickering torches or // switchable, etc) .float pflags; // Flags (see PFLAGS_ constants) .vector angles; // Orientation of the light .float skin; // Cubemap filter number, can be 1-255 (0 is assumed to be none, // and tenebrae only allows 16-255), this selects a projective light // filter, a value of 1 loads cubemaps/1posx.tga and cubemaps/1negx.tga // and posy, negy, posz, and negz, similar to skybox but some sides // need to be rotated or flipped
Constants:
float PFLAGS_NOSHADOW = 1; // light does not cast shadows float PFLAGS_CORONA = 2; // light has a corona flare float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
More powerful dynamic light settings
Warning: it is best not to use cubemaps on a light entity that has a model, as using a skin number that a model does not have will cause issues in glquake, and produce warnings in darkplaces (use developer 1 to see them).
Changes compared to tenebrae (because they're too 'leet' for standards):
- EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
Note: networking should send entities with PFLAGS_FULLDYNAMIC set even if they have no model (lights in general do not have a model, nor should they)