newxog_settings
newxog_settings
is a point entity available in Black Mesa. This entity allows dynamically change some parameters for newxog_global
and newxog_volume
entities.
Contents
Keyvalues
- Name
(targetname)
<targetname> - The name that other entities refer to this entity by.
- TargetNewXOGEntity_Name
(targetnewlightentity)
<targetname> - Target name of xog entity for which settings will be applied.
- TransitionTime
(transitiontime)
<integer> - Transition time in seconds ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor.
- Enabled
(Enabled)
<choices> - Enable/Disable this Entity.
Determines whether target will be turned on or turned off after TransitionTime.
- 0: Enabled
- 1: Disabled
- skyColor
(skycolor)
<color255> - Xog color in 2D skybox.
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- skyBlendType
(skyblendtype)
<integer> - Non-working property, perhaps at some moment was planned different types of xog blend in skybox. Not being used at the moment.
- skyBlendFactor
(skyblendfactor)
<float> - Xog intensity in skybox. This is a float value from 0.0 to 1.0.
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- colorTop
(colortop)
<color255> - Xog top color.
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- colorBottom
(colorbottom)
<color255> - Xog bottom color.
Note:Top and bottom colors blending in xog center, for example with red and green colors the center of xog will be yellow.
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- distStart
(diststart)
<float> - distStart
Xog start draw distance.
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- distEnd
(distend)
<float> - distEnd
Xog end draw distance.
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- distDensity
(distdensity)
<float> - distDensity
Density of xog entity, only values from 0 to 1 works.
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- opacityOffsetTop
(opacityoffsettop)
<float> - opacityOffsetTop
Offsets top color of xog.
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- opacityOffsetBottom
(opacityoffsetbottom)
<float> - opacityOffsetBottom
Offsets bottom color of xog.
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- htZStart
(htzstart)
<float> - htZStart
Height that xog starts rendering at.
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- htZEnd
(htzend)
<float> - htZEnd
Height that xog stops rendering at.
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- htZColStart
(htzcolstart)
<float> - htZColStart
Height that xog color starts rendering at. Results depend on htZColEnd
value.
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- htZColEnd
(htzcolend)
<float> - htZColEnd
Height that xog color stops rendering at. Results depend on htZColStart
value.
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- noise1ScrollSpeed
(noise1scrollspeed)
<vector> - Layer one, speed at which noise moves trough xog volume (X Y Z).
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- noise1Tiling
(noise1tiling)
<vector> - Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
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- noise2ScrollSpeed
(noise2scrollspeed)
<vector> - Layer two, speed at which noise moves trough xog volume (X Y Z).
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- noise2Tiling
(noise2tiling)
<vector> - Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
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- noiseContrast
(noisecontrast)
<float> - Contrast of xog.
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- noiseMultiplier
(noisemultiplier)
<float> - Multiplier of xog.
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Inputs
InputApplySettings
<void>- 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
- Xog Editor - the console-based xog editor.
newxog_global
- global xog, similar toenv_fog_controller
.newxog_volume
- xog volume brush entity with ellipsoid and box shapes support.env_fog_controller
fog_volume
- Fog tutorial
- Fog Basics
- Dust, Fog, & Smoke
- Color Correction
color_correction
(entity)- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered and xog.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)