Revision Difference
Cinematic_Prefabs#548790
<cat>Dev.Cinematic</cat>
<title>Prefabs & Entities</title>
This page details information regarding prefabs and entities useful for cinematic purposes.
<note>WORK IN PROGRESS - information coming soon</note>
# Cinematic Prefabs
Below are cinematic prefabs which can be used in <page text="custom maps.">custom_maps</page>
# Cinematic Entities
Cinematic entities can be spawned by admins via the <page text="F1 console">f1/console</page> or placed in <page text="custom maps.">custom_maps</page>
⤶
## Cine Lights⤶
⤶
Cine lights help add and shape light in your scene. There are three types of cine lights that can be added:⤶
* Spot lights - high intensity, long range directional lights that produce harsh shadows⤶
* Point lights - low intensity, short range omni-directional lights that produce soft shadows⤶
* Three point lights - a cluster of three low intensity lights meant to light a small area from multiple angles⤶
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Additionally, lights can have different colors:⤶
* Cool - A more natural white with a slightly bluish hue⤶
* Warm - A more orange tinted white⤶
* Green - A green light, only available as a point light⤶
* Red - A red light, only available as a point light⤶
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Below is a full list of the current available cine lights that can be spawned:⤶
```cpp⤶
cinelight_3p_cool⤶
cinelight_3p_warm⤶
cinelight_point_cool⤶
cinelight_point_green⤶
cinelight_point_red⤶
cinelight_point_warm⤶
cinelight_spot_cool⤶
cinelight_spot_warm⤶
cinelight_spot_white⤶
```⤶
⤶
<note>Currently, `cinelight_spot_white` does not spawn an actual spotlight. Rather, it is a zero intensity light that looks like a light in the scene but adds no additional light to the scene.</note>⤶
⤶
Lights can be spawned with the `spawn` command and removed with the `ent kill` command while looking directly at the light. For faster spawning, the prefix `cinelight_` can be omitted when spawning lights.⤶
⤶
**Placement Tips**⤶
⤶
When spawning point and spot lights, they must be affixed to a surface. Point and spot lights will spawn on the first collision surface in your character's line of sight. ⤶
⤶
When spawning three point lights, they a bit above whatever point on the ground or other horizontal surface your character is looking at. If you are looking at a ceiling, the lights will spawn above the ceiling looking down at it.⤶
⤶
Point and spot lights can be stacked in very close proximity to each other. This is especially useful for point lights as they are low-intensity lights. You can stack as many as necessary to get the desired level of lighting in your scene.⤶
# Other Entities
Below are additional entities useful for cinematic purposes - these can be spawned by admins via the <page text="F1 console">f1/console</page> or placed in <page text="custom maps.">custom_maps</page>
## Modular Car Presets
Modular car presets make it easier for server owners to instantly spawn a working vehicle for each of the 3 available chassis sizes. These car presets come spawned with tier 3 engine components and max fuel.
Spawn a modular car preset using the command `spawn car_2mod_01` or `spawn car_3mod_01` or `spawn car_4mod_01` - replace the last double digit number for a different vehicle configuration.
<note>For less typing and faster spawning, use the spawn command without the "car_" portion of the string - E.g. "spawn 2mod_01" or "spawn 3mod_05"</note>
Below is a full list of the current available modular car presets, each with different configurations:
```cpp
/// 2 Module Cars
car_2mod_01
car_2mod_02
car_2mod_03
car_2mod_04
car_2mod_05
car_2mod_06
car_2mod_07
car_2mod_08
/// 3 Module Cars
car_3mod_01
car_3mod_02
car_3mod_03
car_3mod_04
car_3mod_05
car_3mod_06
car_3mod_07
car_3mod_08
car_3mod_09
car_3mod_10
car_3mod_11
car_3mod_12
/// 4 Module Cars
car_4mod_01
car_4mod_02
car_4mod_03
car_4mod_04
car_4mod_05
car_4mod_06
car_4mod_07
car_4mod_08
car_4mod_09
car_4mod_10
car_4mod_11
```