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ScenePropPositiveLight

v1.4.8

Paints a direct color and an ambient color onto the entity’s first meta-mesh, plus a flatness vector. No vanilla scene or prefab stores this script.

Find placed ones in the Scene panel with s:ScenePropPositiveLight. See Filter.

Where you put it

Add the script to an entity that has a meta-mesh. The prefab named _positive_light in Modules\Native\Prefabs\lighting.xml does not use this script. It uses ScenePropNegativeLight on negative_light_mesh.

What you set

Panel field What to do with it
Flatness_X Flatness along X. Default 0.
Flatness_Y Flatness along Y. Default 0.
Flatness_Z Flatness along Z. Default 0.
DirectLightRed Direct color, red. Default 1.
DirectLightGreen Direct color, green. Default 1.
DirectLightBlue Direct color, blue. Default 1.
DirectLightIntensity Direct strength. Clamped from 0 to 10. Default 1.
AmbientLightRed Ambient color, red. Default 0.
AmbientLightGreen Ambient color, green. Default 0.
AmbientLightBlue Ambient color, blue. Default 1.
AmbientLightIntensity Ambient strength. Clamped from 0 to 10. Default 1.

What it does

The direct color and intensity become the mesh’s first color factor. The ambient color and intensity become the second. Flatness is written to the mesh vector with a fourth component of 1. Init and the editor tick both apply it. Without a meta-mesh, the script does nothing.

Where it lives

Managed script. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.

Examples

No placed entity. The lighting prefab _positive_light is a negative-light volume: script ScenePropNegativeLight, Is_Dark_Light on, Alpha 1.