Call of Duty 5: Lighting: Difference between revisions

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Key / Value  
Key / Value  
_color / # # #  
*_color / # # #  
# = value / 255. R G B  
*# = value / 255. R G B  
radius / #  
*radius / #  
# = units  
*# = units  
intensity / #  
*intensity / #  
fov_outer / #  
*fov_outer / #  
# = degrees  
*# = degrees  
fov_inner / #  
*fov_inner / #  





Revision as of 21:57, 16 November 2008

Basic Light

  • To create a light right click on the grid and go to "light".
  • If your light is too small or too big you can open the entity editor with "n" and type in the Key / Value of radius / ###.


Primary Lights

First create a normal light as explained above. Then in the entity editor "n" click on the check box for PRIMARY_OMNI.

  • For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in.

Right click on the grid and go to "info -> null". Place this under your light. Connect the light to the null entity.

  • Select the light THEN select null, press "w" to connect.


Light Settings

Key / Value

  • _color / # # #
    1. = value / 255. R G B
  • radius / #
    1. = units
  • intensity / #
  • fov_outer / #
    1. = degrees
  • fov_inner / #


Light Preview

To get to the Light Preview options go to "View -> Light Preview".

Enable Light Preview - Enables or Disables the preview as a whole. Preview sun as well - When previewing lights, it shows worldspawn lighting too. Start previewing selected - Adds selected lights to continuous preview. Stop previewing selected - Removed selected light from continuous preview. Clear preview list - Resets continuous preview.