Env skypaint: Difference between revisions
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Important:The name of the skybox must be
Note:The colors are in color1 format instead of color255. In order to convert color255 to color1, divide each value by 255 (ex: 200/255=0.78).
Warning:not to be confused with env_sun
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{{ | {{LanguageBar}} | ||
{{ | {{this is a|logical entity|name=env_skypaint|notext=1|game=Garry's Mod}} | ||
It allows the creation of custom dynamic skyboxes (Both [[HDR]] and [[LDR]]). It can be overridden by the Sky Editor ([[edit_sky]]) entity spawned by the player in game. | |||
[[File:Construct_sky.jpg|thumb|gm_construct uses env_skypaint]] | [[File:Construct_sky.jpg|thumb|gm_construct uses env_skypaint]] | ||
[[File:Flatgrass_sky.jpg|thumb|gm_flatgrass also uses env_skypaint]] | [[File:Flatgrass_sky.jpg|thumb|gm_flatgrass also uses env_skypaint]] | ||
{{important|The name of the skybox must be <code>painted</code> in order for this entity to work}} | |||
{{note|1=The colors are in [[color1]] format instead of [[color255]]. In order to convert color255 to color1, divide each value by 255 (ex: 200/255=0.78).}} | |||
{{ | |||
{{note|The colors | |||
==Sky creation== | ==Sky creation== | ||
# Place <code>env_skypaint</code> somewhere in your map | # Place <code>env_skypaint</code> somewhere in your map. | ||
# Change sky name to <code>painted</code> | # Change sky name to <code>painted</code>. | ||
# Compile and run map | # Compile and run map. | ||
# Using | # Using the spawnmenu, spawn the Sky Editor entity somewhere in your map (in the Entities tab under "Editors"). | ||
# Go to | # Go to entity's properties and edit the values as you wish. | ||
# When your done, | # When your're done, copy the values to your <code>env_skypaint</code>. | ||
# Compile map again. DONE | # Compile the map again. DONE | ||
== env_skypaint example values == | == env_skypaint example values == | ||
{| class="standard-table" style="width: 100%; text-align: center;" | {| class="standard-table" style="width: 100%; text-align: center;" | ||
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|} | |} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
{{KV|Sky Top Color|topcolor| | {{KV|Sky Top Color|intn=topcolor|color1|The colour of the top of the sky}} | ||
{{KV|Sky Bottom Color|bottomcolor| | {{KV|Sky Bottom Color|intn=bottomcolor|color1|The colour of the bottom of the sky}} | ||
{{KV|Sky Fade Bias|fadebias| | {{KV|Sky Fade Bias|intn=fadebias|float|Controls the bias of the fade between top/bottom (1.0 is even)}} | ||
{{KV|Sun Size|sunsize| | {{KV|Sun Size|intn=sunsize|float|Controls the size of the sun glow}} | ||
{{warning|not to be confused with [[env_sun]]}} | {{warning|not to be confused with [[env_sun]]}} | ||
{{KV|Sun Normal|sunnormal}} | {{KV|Sun Normal|intn=sunnormal|vector|The position of the sun, expressed as a normal from the center of the world}} | ||
{{KV|Sun Position Method| | {{KV|Sun Position Method|intn=sunposmethod|choices|How should we determine the position of the sun?}} | ||
{{KV|Sun Color|suncolor| | :* 0: Custom - Use the Sun Normal to position the sun | ||
{{KV|Dusk Scale|duskscale| | :* 1: Automatic - Find a env_sun entity and use that (Uses [[env_sun]] values) | ||
{{KV|Dusk Intensity|duskintensity|How powerful the dusk effect is | {{KV|Sun Color|intn=suncolor|color1|The color of the sun glow (this is additive)}} | ||
{{KV|Dusk Color|duskcolor| | {{KV|Dusk Scale|intn=duskscale|float|The size of the dusk effect (colouring of the horizon)}} | ||
{{KV|Draw Stars|drawstars| | {{KV|Dusk Intensity|intn=duskintensity|float|How powerful the dusk effect is}} | ||
{{note| | {{KV|Dusk Color|intn=duskcolor|color1|The color of the dusk effect}} | ||
{{KV|Stars Texture|starstexture| | {{KV|Draw Stars|intn=drawstars|choices|Draws a specified texture as an overlay}} | ||
{{KV|Stars Scale|starsscale| | :* 0: No - Don't draw stars | ||
{{KV|Star Fade|starsfade|Fade the star texture towards the horizon | :* 1: Yes - Draw the stars please | ||
{{KV|Stars Speed|starsspeed|How fast the star texture should scroll across the sky | :{{note|Drawn using [[additive]] translucency.}} | ||
{{KV|HDR Scale|hdrscale|When rendering your skybox in HDR mode, output will be scaled by this amount | {{KV|Stars Texture|intn=starstexture|string|The star texture}} | ||
{{KV|Stars Scale|intn=starsscale|float|How big the star texture should be}} | |||
{{KV|Star Fade|intn=starsfade|float|Fade the star texture towards the horizon}} | |||
{{KV|Stars Speed|intn=starsspeed|float|How fast the star texture should scroll across the sky}} | |||
{{KV|HDR Scale|intn=hdrscale|float|When rendering your skybox in HDR mode, output will be scaled by this amount}} | |||
Latest revision as of 17:10, 22 May 2025


env_skypaint
is a logical entity available in Garry's Mod.
It allows the creation of custom dynamic skyboxes (Both HDR and LDR). It can be overridden by the Sky Editor (edit_sky) entity spawned by the player in game.

painted
in order for this entity to work
Sky creation
- Place
env_skypaint
somewhere in your map. - Change sky name to
painted
. - Compile and run map.
- Using the spawnmenu, spawn the Sky Editor entity somewhere in your map (in the Entities tab under "Editors").
- Go to entity's properties and edit the values as you wish.
- When your're done, copy the values to your
env_skypaint
. - Compile the map again. DONE
env_skypaint example values
Map | Sky Top Color | Sky Bottom Color | Sky Fade Bias | Sun Size | Sun Normal | Sun Position Method | Sun Color | Dusk Scale | Dusk Intensity | Dusk Color | Draw Stars | Star Texture | Star Scale | Star Fade | Star Speed | HDR Scale |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
gm_construct | 0.22 0.51 1 | 0.919 0.929 0.992 | 0.1 | 0 | 0 0 1 | Automatic | 0 0 0 | 0.5 | 2 | 1 1 1 | Yes | skybox/clouds | 2 | 0.5 | 0.03 | 0.56 |
gm_flatgrass | 0 0.6 1 | 0.9 0.95 1 | 0.5 | 0 | 0 0 1 | Automatic | 0 0 0 | 0 | 0 | 0 0 0 | Yes | skybox/clouds | 2 | 0.5 | 0.02 | 0.60 |
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Sky Top Color (topcolor) <color1>
- The colour of the top of the sky
- Sky Bottom Color (bottomcolor) <color1>
- The colour of the bottom of the sky
- Sky Fade Bias (fadebias) <float>
- Controls the bias of the fade between top/bottom (1.0 is even)
- Sun Size (sunsize) <float>
- Controls the size of the sun glow

- Sun Normal (sunnormal) <vector>
- The position of the sun, expressed as a normal from the center of the world
- Sun Position Method (sunposmethod) <choices>
- How should we determine the position of the sun?
- 0: Custom - Use the Sun Normal to position the sun
- 1: Automatic - Find a env_sun entity and use that (Uses env_sun values)
- Sun Color (suncolor) <color1>
- The color of the sun glow (this is additive)
- Dusk Scale (duskscale) <float>
- The size of the dusk effect (colouring of the horizon)
- Dusk Intensity (duskintensity) <float>
- How powerful the dusk effect is
- Dusk Color (duskcolor) <color1>
- The color of the dusk effect
- Draw Stars (drawstars) <choices>
- Draws a specified texture as an overlay
- 0: No - Don't draw stars
- 1: Yes - Draw the stars please
Note:Drawn using additive translucency.
- Stars Texture (starstexture) <string>
- The star texture
- Stars Scale (starsscale) <float>
- How big the star texture should be
- Star Fade (starsfade) <float>
- Fade the star texture towards the horizon
- Stars Speed (starsspeed) <float>
- How fast the star texture should scroll across the sky
- HDR Scale (hdrscale) <float>
- When rendering your skybox in HDR mode, output will be scaled by this amount