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Info lighting relative: Difference between revisions

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m (method of lighting used with prop_dynamic)
(The entity is available by default for the current build of Garry's Mod)
 
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{{obsolete}}
{{obsolete|entity=1}}
 
{{Ent not in fgd|any|except={{portal}} and {{Garry's_Mod}}}}
{{base point|info_lighting_relative|sprite=info_lighting}} 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]].  
{{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]].  


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.  
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.  
This method of lighting most is commonly used with prop_dynamic (See Video Demo Below).
{{clr}}
==Keyvalues==
{{KV|Lighting Landmark|target_destination|Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.}}
{{KV BaseEntity}}
==Inputs==
{{I BaseEntity}}
==Outputs==
{{O BaseEntity|l4d=1}}
==External Links==
*[https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK]
*[http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee]


*[http://gtamike.tsgk.com/relations.zip Example VMF ]
== Keyvalues ==
{{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.}}


== External Links ==
* [https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK]
* [http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee]
* [http://gtamike.tsgk.com/relations.zip Example VMF]
* [https://gamebanana.com/mods/3897 Example VMF (gamebanana)]


[[Image:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative.]]
[[File:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative.]]
[[Image:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
[[File:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
[[Image:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
[[File:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]

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.