Level Editor/Entities/Lights

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Lights
Made with Functional > Create Omni Light / Create Spot Light
What it is Point lights that shine in every direction, and spot lights that shine in a cone
In the game Yes, it is exported with the map

A map is lit by the sun (set in Map Config > Environment), the sky's ambient light, and the lights you place:

  • An Omni Light shines in every direction from a point: a lamp, a bulb, a fire.
  • A Spot Light shines in a cone: a floodlight, a torch beam, a window's shaft of light.

Lights are baked into the lightmap when you bake (see Lighting and lightmaps).

Placing a light

  1. Choose Functional > Create Omni Light or Create Spot Light.
  2. Click where it goes. A spot light points along its forward direction; aim it with the Rotate tool.
  3. Set its colour, brightness and range in the inspector.

In the editor an omni light shows a wireframe sphere at its range and a spot light a cone and an arrow, both in the light's colour. Their strength is Light Gizmo Opacity in Settings.

Inspector

Besides its own two settings, a light has all the standard light settings. The ones you will use most:

Setting Type Default What it does
Point Name Text empty A label shown above it in the editor.
Show Visualization Check box On Draw the range sphere or cone. Turn it off where many lights crowd the view.
Light Color Colour White The light's colour.
Light Energy Number 1 How bright it is.
Light Indirect Energy Number 1 How much it adds to bounced light in the bake.
Light Bake Mode List Dynamic How the light takes part in the lightmap bake. Disabled leaves it out of the bake.
Shadow Enabled Check box Off Cast real-time shadows. Shadows are expensive; use them only where they matter.
Omni Range Metres 5 Omni. How far the light reaches.
Omni Attenuation Number 1 Omni. How quickly it fades with distance.
Spot Range Metres 5 Spot. How far the cone reaches.
Spot Angle Degrees 45 Spot. How wide the cone is.
Spot Angle Attenuation Number 1 Spot. How softly the cone's edge fades.
Distance Fade Group Off Fade the light out beyond a distance from the camera, to save performance in big maps.

In the 3D skybox

An omni or spot light placed inside the 3D skybox miniature lights only the skybox, scaled up with it.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use