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Env sky: Difference between revisions

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(doesn't need infotable. also moving icon to "this is a" template using "sprite" parameters.)
 
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[[File:Env sky.png|256px|thumb|right|The env_sky entity]]
{{LanguageBar}}
{{Source2 point multi|env_sky|game1 = SteamVR Home|game2 = Half-Life: Alyx}} Entity that controls the skies texture as well as its fog.
{{this is a|point entity|name=env_sky|engine=Source 2|game=SteamVR Home|game1=Half-Life: Alyx|game2=Counter-Strike 2|sprite=1}} It is an entity that controls the sky texture as well as fog.
 
{{clr}}
==Keyvalues==
==Keyvalues==
 
{{KV|Sky Material|intn=skyname|resource:material|}}
 
{{KV|Skybox Tint Color|intn=tint_color|color255|Tint the skybox.}}
{{KV|Sky Material (skyname)|resource:material|}}
{{KV|Fog Type|intn=fog_type|choices|}}
{{KV|Skybox Tint Color (tint_color)|color255|Tint the skybox.}}
{{KV|Fog Type (fog_type)|choices|}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description
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{{KV|Fog Max Angle End (angular_fog_max_end)|float|}}
{{KV|Fog Max Angle End|intn=angular_fog_max_end|float|}}
{{KV|Fog Max Angle Start (angular_fog_max_start)|float|}}
{{KV|Fog Max Angle Start|intn=angular_fog_max_start|float|}}
{{KV|Fog Min Angle Start (angular_fog_min_start)|float|}}
{{KV|Fog Min Angle Start|intn=angular_fog_min_start|float|}}
{{KV|Fog Min Angle End (angular_fog_min_end)|float|}}
{{KV|Fog Min Angle End|intn=angular_fog_min_end|float|}}




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{{KV Source 2 Transform}}
{{KV Source 2 Transform}}
==Inputs==
{{I Targetname}}
== Outputs ==
{{O Targetname}}

Latest revision as of 04:04, 4 February 2025

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Env sky.png

env_sky is a point entity available in SteamVR Home SteamVR Home, Half-Life: Alyx Half-Life: Alyx, and Counter-Strike 2 Counter-Strike 2. It is an entity that controls the sky texture as well as fog.

Keyvalues

Sky Material (skyname) <resource:material>
Skybox Tint Color (tint_color) <color255>
Tint the skybox.
Fog Type (fog_type) <choices>
Value Description
0 None
1 Distance Based
2 Angular


Fog Max Angle End (angular_fog_max_end) <float>
Fog Max Angle Start (angular_fog_max_start) <float>
Fog Min Angle Start (angular_fog_min_start) <float>
Fog Min Angle End (angular_fog_min_end) <float>


Source 2 Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist>
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Create Client-Only Entity (clientSideEntity) <choices>
  • 0: No
  • 1: Yes


Source 2 Hierarchy:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Parent Model Bone/Attachment Name (parentAttachmentName) <string>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
Model Attachment position offset (local.origin) <coordinates>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment angular offset (local.angles) <angles>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment scale (local.scales) <vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Use Model Attachment Offset (useLocalOffset) <boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.


Source 2 Transform:

Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transformLocked) <boolean>
Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
Force Hidden (force_hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editorOnly) <boolean>
Entity is only displayed in Hammer and will not appear in game.

Inputs

Outputs