sky: the environment that you are setting the level in, choice are found in the env folder
skyaxis: can specify if you want your sky to rotate on an axis, in x y z
format, so to rotate on x, use 1 0 0
.
skyrotate: the speed of the rotation in degrees/second
message: the title of your level, it will display when loading the level in the console
Some of the most common keypairs are listed below. If you wish to see a more robust list it is best to read the full arghrad manual.
_sun_angle:
The angle the sun light comes from. Refer to the image below for reference.
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_sun_vector: An alternative to _sun_angle which is used by specifying a specific point on the map the sun should shine to. Use a x y z
value to do this.
_sun_light: Defines the brightness for the sun.
_sun_color: Let’s you give the sun a color with a r g b
schema. I again do not recommend using this keypair as `_sun_surface is significantly better at doing this job.
_sun_ambient: The usage is a single #
. This will override the default shadow darkness. A higher value means the shadows in your map will be brighter. You can also give it a r g b
value which will override shadows with a specific color. I highly recommend using _sun_surface instead.
_sun_diffuse: This provides a layer of transition shadow between where the original shadow is, and where the light would be. It basically makes shadows less harsh.
_sun_surface: A better alternative to both _sun_color and _sun_ambient. It more accurately predicts where sun would be hitting the map and does shadowing that looks much more realistic. A value of 1 uses the color of the sky brushes, and a r g b
value uses any color you want. I personally like using black sky brushes with a value of 1. This tends to give the most reliable look.
© Deine Mudda 2020