Godrays settings: Difference between revisions
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Tip:You can change values dynamically via AddOutput input.
Warning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
Note:You can't use black colors for ColorOuter, ColorInner and ColorRays.
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{{Toc-right}}{{this is a|point entity|name=godrays_settings|game=Black Mesa}} This entity | {{CDA|CGodRaysSettings|CBaseEntity|}} | ||
{{ | {{Toc-right}}{{this is a|point entity|name=godrays_settings|game=Black Mesa}} This entity dynamically changes some godrays settings for {{ent|newLight_Point}} if triggered by the input. It should also affect {{ent|newLight_Dir}} entity, but due to the incorrectly specified class it does not work for this entity. | ||
{{tip|You can change values dynamically via {{code|[[AddOutput]]}} input.}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|TargetGodRays_Name|intn=TargetGodRays|string|Here you enter name of new light entity (with godrays support) for which you want to apply changes. Works with multiple lights if they have the same name.}} | |||
{{KV|TargetGodRays_Name|intn=TargetGodRays|string| | {{KV|TransitionTime|intn=TransitionTime|integer|Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.}} | ||
{{KV|TransitionTime|intn=TransitionTime|integer| | |||
{{KV|LightType|intn=LightType|Choices| | {{KV|LightType|intn=LightType|Choices| | ||
Type of light source for which you want to apply settings. Entity will not apply settings for [[newLight_Dir]] if selected <code>Point Light</code> and will not apply settings for point lights if selected <code>Direction/Sun Light</code>. | Type of light source for which you want to apply settings. Entity will not apply settings for [[newLight_Dir]] if selected <code>Point Light</code> and will not apply settings for point lights if selected <code>Direction/Sun Light</code>. Don't change this to '''Direction/Sun Light''' due to the above mentioned reason. | ||
*0: Direction/Sun Light | *0: Direction/Sun Light | ||
*1: | *1: Point Light}} | ||
{{KV | {{KV BmGodraysNormal}} | ||
==Inputs== | ==Inputs== | ||
{{ | {{I|InputApplySettings|param=void|Triggers the entity to apply the settings.}} | ||
== See also == | == See also == | ||
* {{ent|newLight_Dir}} - directional sun light with godrays only. | |||
* {{ent| | * {{ent|NewLights_Spawner}} - spawner of deferred point lights. | ||
* {{ent| | * {{ent|env_lensflare}} - cinematic dynamic lens flare. | ||
* {{ent|newLight_Spot}} | * {{ent|newLight_Spot}} - spot deferred light entity. | ||
* {{ent| | * {{ent|newLight_Point}} - point deferred light entity. | ||
* {{ent| | * {{ent|newLights_settings}} - entity that changes deferred light settings. | ||
* {{ent|env_cascade_light}} | * {{ent|env_cascade_light}} - deferred cascade sun light entity. | ||
* [[ | * [[New Lights Editor]] - in game deferred lights editor. | ||
* [[Effect flags]] - effects flags, some of them are dynamic light effects. | |||
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] - page from Chetan (lead programmer for Black Mesa) about new lights. | |||
* [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered. | |||
* [[Effect flags]] | * [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] page from Chetan (lead programmer for Black Mesa) about {{xe|4}}. | ||
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] | |||
* [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] | |||
* [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] | |||
{{ |
Latest revision as of 04:42, 27 May 2025
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CGodRaysSettings |
godrays_settings
is a point entity available in Black Mesa. This entity dynamically changes some godrays settings for newLight_Point if triggered by the input. It should also affect newLight_Dir entity, but due to the incorrectly specified class it does not work for this entity.

Keyvalues
- TargetGodRays_Name (TargetGodRays) <string>
- Here you enter name of new light entity (with godrays support) for which you want to apply changes. Works with multiple lights if they have the same name.
- TransitionTime (TransitionTime) <integer>
- Transition time in seconds (0 for instant) to transition into new settings. Its a lerp operation A + (B-A) * TimeFactor.
- LightType (LightType) <choices>
- Type of light source for which you want to apply settings. Entity will not apply settings for newLight_Dir if selected
Point Light
and will not apply settings for point lights if selectedDirection/Sun Light
. Don't change this to Direction/Sun Light due to the above mentioned reason.
- 0: Direction/Sun Light
- 1: Point Light
- EnableGodRays (EnableGodRays) <choices>
- Sets godrays state on spawn, enabled or disabled.
- 0: Disabled
- 1: Enabled

- Density (Density) <float>
- Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples
- Weight (Weight) <float>
- Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples
Decay (Decay) <float>- Deprecated.
Decay controls luminance fall off per sample. Value here doesn't work.
- Exposure (Exposure) <float>
- Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.
Examples
- DistFactor (DistFactor) <float>
- DistFactor controls the falloff of rays/length. 1.0 is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
- ColorInner (ColorInner) <color255 + int>
- The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples Note:Rays is disabled on this picture (the colors are partially blending).
- ColorRays (ColorRays) <color255 + int>
- The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples
- ColorOuter (ColorOuter) <color255 + int>
- The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Bug:This color value doesn't work properly with newLight_Point if you are using Normal godrays type. This entity takes only red value. Works fine with Fancy type.
Examples Note:Rays is disabled on this picture (the colors are partially blending).

- DiskRadius (DiskRadius) <float>
- Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
Examples
- DiskInnerSizePercent (DiskInnerSizePercent) <float>
- Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
Examples Note:Rays is disabled on this picture (for clarity).
Inputs
- InputApplySettings <void>
- Triggers the entity to apply the settings.
See also
- newLight_Dir - directional sun light with godrays only.
- NewLights_Spawner - spawner of deferred point lights.
- env_lensflare - cinematic dynamic lens flare.
- newLight_Spot - spot deferred light entity.
- newLight_Point - point deferred light entity.
- newLights_settings - entity that changes deferred light settings.
- env_cascade_light - deferred cascade sun light entity.
- New Lights Editor - in game deferred lights editor.
- Effect flags - effects flags, some of them are dynamic light effects.
- BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
- BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about
Xengine.