godrays_settings
Contents
godrays_settings
is a point entity available in Black Mesa. This entity uses to dynamically change godrays settings for Black Mesa new light entities. For better understanding of this page - recommended at first familiarize yourself with new lights.
Keyvalues
- Name
(targetname)
<targetname> - The name that other entities refer to this entity by.
- TargetGodRays_Name
(TargetGodRays)
<string> - Target Light Entity name with godrays (Dir or Point - SpotLight godrays aren't supported)
Bug:Doesn't effects newLight_Dir.
- TransitionTime
(TransitionTime)
<integer> - TransitionTime in secs ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor
- LightType
(LightType)
<choices> - Type of light source for which you want to apply settings. Entity will not apply settings for newLight_Dir if selected
Point Light
and will not apply settings for point lights if selectedDirection/Sun Light
.
- 0: Direction/Sun Light
- 1: Spot Light
- EnableGodRays
(EnableGodRays)
<integer> - EnableGodRays Enabled or Disabled
Determines if the light rays turns on or turns off. 1 - turns on, 0 - turns off.
- Density
(Density)
<float> - Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values to start from: 0.5 to 1.5.
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- Weight
(Weight)
<float> - Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values to start from: 0.1 - 10.0.
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- Decay
(Decay)
<float> - Decay NOT being used.
Todo: Document what does it change.
- Exposure
(Exposure)
<float> - Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.
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- DistFactor
(DistFactor)
<float> - DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
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- DiskRadius
(DiskRadius)
<float> - Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
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Note:With 0 - will not render.
- DiskInnerSizePercent
(DiskInnerSizePercent)
<float> - Used only in Fancy Gaphics Mode. Disk inner circle radius = DiskRadius * DiskInnerSizePercent.
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Note:With 0 - will not render.
- ColorInner
(ColorInner)
<color255> - This is the color of the inner circle.
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Note:Unlike lighting - brightness of inner depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
- ColorOuter
(ColorOuter)
<color255> - Used only in Fancy Mode. This is the color of the outer circle.
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Note:Unlike lighting - brightness of outer depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
- ColorRays
(ColorRays)
<color255> - This is the color of the rays.
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Note:Unlike lighting - brightness of rays depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
Inputs
InputApplySettings
<void>- InputApplySettings Trigger to apply settings
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
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ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
NewLights_settings
newLight_Point
newLight_Spot
env_lensflare
newLight_Dir
env_cascade_light
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Effect flags (dynamic light effects)
- Tool textures (for Block light)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)
Todo: Clean up english. Add more issues if you'll find.