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.