 Antilight |
Darkness casting
ArghRad's allows lights to "cast" darkness. This "antilighting" works by
allowing lights with negative color or brightness values to subtract
light from the world. It is most useful for artistic effects, or for
tweaking the light in certain situations. For example, they could be used
to deepen the color of shadows, or make unmoving brush model entities appear
to cast proper shadows.
Antilights will only subtract light of the same style. That means a
flickering antilight will only subtract light from other normal flickering
lights.
"light" "#"
ArghRad extends the "light" key of point light entities to accept negative
values. These lights work as normal, except that they subtract the
specified light value instead of adding it.
The color of the light affects what colors are subtracted. For example, a
blue antilight will only subtract blue light, and an orange antilight will
only subtract red and a little green, etc.
Example:
{
"classname" "light"
"origin" "64 64 64"
"light" "-100"
}
"_color" "# # #"
ArghRad also allows negative values to be used in the RGB values of the
light's "_color" key. This has the added flexibility of allowing mixed
light and darkness casting in the same light. Assuming the brightness is
positive, a negative number for red, green, or blue will subtract a
proportionate amount of that color, while a positive number will add the
color like normal. Note that if the light's brightness is negative, it
will reverse the behavior of the color values: positive will darken,
negative will brighten.
Example:
{
"classname" "light"
"origin" "64 64 64"
"light" "200"
"_color" "1 .75 -.5"
}
-nominlimit
Normally antilights will not allow surfaces to go darker than the
minlight value. If you want to allow that to happen, you must use the
command line option -nominlimit.
Example:
arghrad -nominlimit mymap.bsp
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