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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Light_surface</id>
	<title>Light surface - Revision history</title>
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	<updated>2026-04-20T06:35:30Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Light_surface&amp;diff=257&amp;oldid=prev</id>
		<title>GeckonCZ: Import of converted entguide pages from Sven Manor.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Light_surface&amp;diff=257&amp;oldid=prev"/>
		<updated>2019-01-27T22:29:27Z</updated>

		<summary type="html">&lt;p&gt;Import of converted entguide pages from Sven Manor.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Allows you to create texture lights (textures that emits lights) in more advanced way than info_texlights does. All keyvalues set to default, change &amp;#039;texture name&amp;#039; keyvalue and it will emit light of this texture color and power of 80. All other keyvalues and flag are optional.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Texture name|_tex|Name of texture to emit light.}}&lt;br /&gt;
{{Entity_keyvalue|Filter max distance|_frange|Excludes faces whose centers are far from this light_surface.}}&lt;br /&gt;
{{Entity_keyvalue|Filter max dist to plane|_fdist|Same as above, but checking the distance to the whole texture plane (instead of face center).}}&lt;br /&gt;
{{Entity_keyvalue|Filter entity classname|_fclass|Same as &amp;quot;Class In Filter&amp;quot; with &amp;amp;lt;unknown&amp;amp;gt; filter type.}}&lt;br /&gt;
{{Entity_keyvalue|Filter entity name|_fname|Same as &amp;quot;Name In Filter&amp;quot; with &amp;amp;lt;unknown&amp;amp;gt; filter type.}}&lt;br /&gt;
{{Entity_keyvalue|Texture brightness|_light|The brightness of texture. Works the same way as in light and light_spot.}}&lt;br /&gt;
{{Entity_keyvalue|Color|_texcolor|Leave it empty, so color is auto-generated based on texture color.}}&lt;br /&gt;
{{Entity_keyvalue|Inner(bright) angle(default 90)|_cone|Like in light_spotlight, custom values used to simulate spotlight.}}&lt;br /&gt;
{{Entity_keyvalue|Outer(fading) angle(default 90)|_cone2|Like in light_spotlight, custom values used to simulate spotlight.}}&lt;br /&gt;
{{Entity_keyvalue|Adjust emit scale(1.0default)|_scale|When simulating light_spotlight, this is scale value for light emission.}}&lt;br /&gt;
{{Entity_keyvalue|Grid size of sampling|_chop|Grid size of sampling. However lightmap grid cannot be changed. This keyvalue functionality is very limited.}}&lt;br /&gt;
{{Entity_keyvalue|Dark gap in front of texlight|_texlightgap|Moves lights out of texture by few units (specified amount or chosen from pre-definied values). It&amp;#039;s useful in situations where&lt;br /&gt;
light leaking out of the brush in opposite direction of light. Example:}}&lt;br /&gt;
{{Entity_keyvalue|Fast|_fast|Determines usage of &amp;#039;-fast&amp;#039; compile parameter for light. Set it to &amp;#039;Yes&amp;#039; if brightness is low and the face is large.}}&lt;br /&gt;
{{Entity_keyvalue|Classname in Game|convertto|Used by compilers. You don&amp;#039;t need to set this.&lt;br /&gt;
Lot&amp;#039;s of self-explanatory keyvalues for appearance manipulation (like in light and light_spot entities). Setting name allows to toggle light produced by this light_surface.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Initially dark|If set, the light will be turned off at map start. This counts as an additional lightstyle. If you have multiple lights &lt;br /&gt;
by the same name, they will count as one additional lightstyle, even if some of the lights are initially dark while others are not. Note that there can be at most 4 different light styles affecting a face in your map. Otherwise, light styles will be discarded from it, causing unrealistic lighting in extreme cases.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The brightness does not work in the same way as in the &amp;quot;info_texlight&amp;quot; (it does not scale with texture size) so you don&amp;#039;t need to multiply &amp;#039;Texture brightness&amp;#039; value to achieve sufficient brightness.When you want to set some of the values to &amp;#039;0&amp;#039;, you&amp;#039;ll need to set them to &amp;#039;0.0&amp;#039; instead. Editor ignores raw &amp;#039;0&amp;#039; value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
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