env_lightglow

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This is a point entity available in all Source games.
env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel

Contents

Entity Description

An entity that puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc).

Tip:For symmetrical glows, you can also use an env_sprite entity using a glow sprite.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • HDRColorScale
<float> Float value to multiply sprite color by when running in HDR mode.
  • rendercolor
<color255> Glow Color
  • VerticalGlowSize
<integer> Vertical Size
  • HorizontalGlowSize
<integer> Horizontal Size
  • MinDist
<integer> The distance at which this effect will be fully translucent.
  • MaxDist
<integer> The distance at which this effect will be at full intensity.
  • OuterMaxDist
<integer> If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
  • GlowProxySize
<float> Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.

Flags

  • 1 : Visible only from front

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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