Env global light: Difference between revisions

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{{KV|Texture Name|intn=texturename|material|The light texture which this entity projects.}}
{{KV|Texture Name|intn=texturename|material|The light texture which this entity projects.}}
{{KV|Enable Shadows|intn=enableshadows|boolean|Enables shadows. If shadows are disabled, light may appear to go through objects. Disabling shadows may be ideal for lower-detail environments due to being less [[expensive]].}}
{{KV|Enable Shadows|intn=enableshadows|boolean|Enables shadows. If shadows are disabled, light may appear to go through objects. Disabling shadows may be ideal for lower-detail environments due to being less [[expensive]].}}
{{KV EnableDisable}}
{{KV StartDisabled}}


== Inputs ==
== Inputs ==
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{{varcom|cl_globallight_yoffset|1600|dist|Offset from the player that the light originates from, along the Y axis.}}
{{varcom|cl_globallight_yoffset|1600|dist|Offset from the player that the light originates from, along the Y axis.}}
{{varcom|end}}
{{varcom|end}}
[[Category:Lighting]]

Latest revision as of 06:56, 4 June 2025

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Env global light stockasw.jpg
C++ Class hierarchy
CGlobalLight
CBaseEntity
C++ env_global_light.cpp

env_global_light is a point entity available in Alien Swarm Alien Swarm and Mapbase Mapbase. It casts a shadow map that follows the player. Nearly identical to sunlight_shadow_control.

The main difference from an env_projectedtexture is that this projects orthographically (like sunlight) instead of in a radial fashion (like a lightbulb).

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Light Color (color) <color255>
RGBA color of the sunlight.
Color Transition Time (colortransitiontime) <float>
This is the number of seconds it takes to get from 0 to 255.[Clarify]
Distance (distance) <float>
Height above the player where the projection originates from.
FOV (fov) <float>
This is the field of view that the sunlight casts in. Use lower values to simulate a more distant sun and sharper shadows.
NearZ Distance (nearz) <float>
Distance from the player where the near Z plane is. Anything closer to the projection origin
North Offset (northoffset) <float>
"This offsets the from the player position where the sun is attached."[Clarify]
Texture Name (texturename) <material>
The light texture which this entity projects.
Enable Shadows (enableshadows) <boolean>
Enables shadows. If shadows are disabled, light may appear to go through objects. Disabling shadows may be ideal for lower-detail environments due to being less expensive.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

LightColor <color255RedirectInput/color32>
Set the light color.
SetAngles <stringRedirectInput/string>
Set the sun direction.
SetDistance <floatRedirectInput/float>
Set the distance of the sun.
SetFOV <floatRedirectInput/float>
Set the field of view the sun casts.
SetNearZDistance <floatRedirectInput/float>
Set the near z distance.
SetNorthOffset <floatRedirectInput/float>
Sets the north offset.
SetTexture <stringRedirectInput/string>
Set the texture cookie of the sunlight.
EnableShadows <booleanRedirectInput/boolean>
Set whether shadow maps are enabled

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Dedicated Console Variables

Cvar/Command Parameters or default value Descriptor Effect
cl_globallight_freeze 0 0 disables, 1 enables Freezes the env_global_light in place so that it won't follow the player.[confirm]
cl_globallight_xoffset -800 Hammer units Offset from the player that the light originates from, along the X axis.
cl_globallight_yoffset 1600 Hammer units Offset from the player that the light originates from, along the Y axis.