/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/lighting.dm

LIGHTING_INTERVALfrequency, in 1/10ths of a second, of the lighting process
LIGHTING_FALLOFFtype of falloff to use for lighting; 1 for circular, 2 for square
LIGHTING_LAMBERTIANuse lambertian shading for light sources
LIGHTING_HEIGHTheight off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
LIGHTING_ROUND_VALUEValue used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
LIGHTING_ICONicon used for lighting shading effects
LIGHTING_SOFT_THRESHOLDIf the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
LIGHTING_BASE_MATRIXIf I were you I'd leave this alone.
LIGHT_COLOR_REDWarm but extremely diluted red. rgb(250, 130, 130)
LIGHT_COLOR_GREENBright but quickly dissipating neon green. rgb(100, 200, 100)
LIGHT_COLOR_BLUECold, diluted blue. rgb(100, 150, 250)
LIGHT_COLOR_BLUEGREENLight blueish green. rgb(125, 225, 175)
LIGHT_COLOR_CYANDiluted cyan. rgb(125, 225, 225)
LIGHT_COLOR_LIGHT_CYANMore-saturated cyan. rgb(64, 206, 255)
LIGHT_COLOR_DARK_BLUESaturated blue. rgb(51, 117, 248)
LIGHT_COLOR_PINKDiluted, mid-warmth pink. rgb(225, 125, 225)
LIGHT_COLOR_YELLOWDimmed yellow, leaning kaki. rgb(225, 225, 125)
LIGHT_COLOR_BROWNClear brown, mostly dim. rgb(150, 100, 50)
LIGHT_COLOR_ORANGEMostly pure orange. rgb(250, 150, 50)
LIGHT_COLOR_PURPLELight Purple. rgb(149, 44, 244)
LIGHT_COLOR_LAVENDERLess-saturated light purple. rgb(155, 81, 255)
LIGHT_COLOR_HOLY_MAGICslightly desaturated bright yellow.
LIGHT_COLOR_BLOOD_MAGICdeep crimson
LIGHT_COLOR_FIREWarm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
LIGHT_COLOR_LAVAVery warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
LIGHT_COLOR_FLAREBright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
LIGHT_COLOR_SLIME_LAMPWeird color, between yellow and green, very slimy. rgb(175, 200, 75)
LIGHT_COLOR_TUNGSTENExtremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
LIGHT_COLOR_HALOGENBarely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
LIGHT_RANGE_FIREHow many tiles standard fires glow.
LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLEFor lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
DYNAMIC_LIGHTING_DISABLEDdynamic lighting disabled (area stays at full brightness)
DYNAMIC_LIGHTING_ENABLEDdynamic lighting enabled
DYNAMIC_LIGHTING_FORCEDdynamic lighting enabled even if the area doesn't require power
DYNAMIC_LIGHTING_IFSTARLIGHTdynamic lighting enabled only if starlight is.

Define Details

DYNAMIC_LIGHTING_DISABLED

dynamic lighting disabled (area stays at full brightness)

DYNAMIC_LIGHTING_ENABLED

dynamic lighting enabled

DYNAMIC_LIGHTING_FORCED

dynamic lighting enabled even if the area doesn't require power

DYNAMIC_LIGHTING_IFSTARLIGHT

dynamic lighting enabled only if starlight is.

LIGHTING_BASE_MATRIX

If I were you I'd leave this alone.

LIGHTING_FALLOFF

type of falloff to use for lighting; 1 for circular, 2 for square

LIGHTING_HEIGHT

height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone

LIGHTING_ICON

icon used for lighting shading effects

LIGHTING_INTERVAL

frequency, in 1/10ths of a second, of the lighting process

LIGHTING_LAMBERTIAN

use lambertian shading for light sources

LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE

For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.

LIGHTING_ROUND_VALUE

Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.

LIGHTING_SOFT_THRESHOLD

If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.

LIGHT_COLOR_BLOOD_MAGIC

deep crimson

LIGHT_COLOR_BLUE

Cold, diluted blue. rgb(100, 150, 250)

LIGHT_COLOR_BLUEGREEN

Light blueish green. rgb(125, 225, 175)

LIGHT_COLOR_BROWN

Clear brown, mostly dim. rgb(150, 100, 50)

LIGHT_COLOR_CYAN

Diluted cyan. rgb(125, 225, 225)

LIGHT_COLOR_DARK_BLUE

Saturated blue. rgb(51, 117, 248)

LIGHT_COLOR_FIRE

Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)

LIGHT_COLOR_FLARE

Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)

LIGHT_COLOR_GREEN

Bright but quickly dissipating neon green. rgb(100, 200, 100)

LIGHT_COLOR_HALOGEN

Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)

LIGHT_COLOR_HOLY_MAGIC

slightly desaturated bright yellow.

LIGHT_COLOR_LAVA

Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)

LIGHT_COLOR_LAVENDER

Less-saturated light purple. rgb(155, 81, 255)

LIGHT_COLOR_LIGHT_CYAN

More-saturated cyan. rgb(64, 206, 255)

LIGHT_COLOR_ORANGE

Mostly pure orange. rgb(250, 150, 50)

LIGHT_COLOR_PINK

Diluted, mid-warmth pink. rgb(225, 125, 225)

LIGHT_COLOR_PURPLE

Light Purple. rgb(149, 44, 244)

LIGHT_COLOR_RED

Warm but extremely diluted red. rgb(250, 130, 130)

LIGHT_COLOR_SLIME_LAMP

Weird color, between yellow and green, very slimy. rgb(175, 200, 75)

LIGHT_COLOR_TUNGSTEN

Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)

LIGHT_COLOR_YELLOW

Dimmed yellow, leaning kaki. rgb(225, 225, 125)

LIGHT_RANGE_FIRE

How many tiles standard fires glow.