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Info lighting relative: Difference between revisions

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m (Robot: fixing template case.)
(The entity is available by default for the current build of Garry's Mod)
 
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{{wrongtitle|title=info_lighting_relative}}
{{obsolete|entity=1}}
{{Ent not in fgd|any|except={{portal}} and {{Garry's_Mod}}}}
{{CD|CInfoLightingRelative|file1=1}}
{{This is a|point entity|name=info_lighting_relative|sprite=info_lighting.png|before=Left 4 Dead}} An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].


{{Ent_not_in_fgd}}
Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> input for point entities (these however are not in Valve's [[FGD]] by default), use those instead, as they can accept any entity as a lighting origin.


==Entity Description==
== Keyvalues ==
[[Image:info_lighting.png|right]]
{{KV|Lighting Landmark|intn=LightingLandmark|target_destination|Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.}}
This entity is used in ''d1_trainstation_01'', inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].


It can be used on any model entity.  Use the {{not in fgd}} LightingOriginHack keyvalue to set the entity's initial lighting origin and the {{not in fgd}} SetLightingOriginHack input to set a new lighting origin.{{clr}}
== External Links ==
===FGD Code===
* [https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK]
@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative
* [http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee]
[
* [http://gtamike.tsgk.com/relations.zip Example VMF]
LightingLandmark(target_destination) : "Lighting Landmark" : : "Entity at which the reference origin is contained. " +
* [https://gamebanana.com/mods/3897 Example VMF (gamebanana)]
" If empty, the info_lighting_relative's origin will" +
 
" be used."
[[File:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative.]]
]
[[File:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
==Keyvalues==
[[File:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
* {{KV Targetname}}
* {{KV Parentname}}
* '''LightingLandmark'''
: <target_destination> Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.
<!--no flags-->
==Inputs==
* {{I Targetname}}
* {{I Parentname}}
==Outputs==
* {{o targetname}}
[[Category:Entities]]

Latest revision as of 12:31, 21 August 2025

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Icon-NotInFGD.png
This entity is not in the FGD by default, except in Portal and Garry's Mod.
See below for instructions on making it available.
C++ Class hierarchy
CInfoLightingRelative
CBaseEntity
C++ baseanimating.cpp
Info lighting.png

info_lighting_relative is a point entity available in all Source Source games before Left 4 Dead Left 4 Dead. An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in d1_trainstation_01, where inside the train car Gordon encounters G-Man.

Deprecated by LightingOrigin keyvalue and SetLightingOrigin input for point entities (these however are not in Valve's FGD by default), use those instead, as they can accept any entity as a lighting origin.

Keyvalues

Lighting Landmark (LightingLandmark) <targetname>
Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.

External Links

Red and Green tree lighting effect using info_lighting_relative.
Ghost lighting effect using info_lighting_relative.
Ghost lighting effect using info_lighting_relative.