Env godrays controller: Difference between revisions

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{{Ent not in game}}
{{obsolete|entity=1|replacement=[[newLight_Dir]]}}
{{obsolete|entity=1|replacement=[[newLight_Dir]]}}
[[File:BMS env godrays controller demo.jpg|thumb|right|320px|Example from dm_bounce.]]
[[File:BMS env godrays controller demo.jpg|thumb|right|320px|Example from dm_bounce.]]
{{code|env_godrays_controller}} is a point entity available in {{bms|4}} since [https://steamcommunity.com/games/362890/announcements/detail/75795300358700519  Crossfire Update] (22 december 2015 year) and removed in [https://store.steampowered.com/news/app/362890/view/4041374038285692702 24 november 2017 year update]. This entity controls [https://en.wikipedia.org/wiki/Crepuscular_rays Crepuscular Rays], the first version of godrays effect before the november update. The november update brought [[newLight_Point|local point]] and [[newLight_Dir|sun]] new lights (also with [[newLight_Spot|new spot light]] which don't support godrays), this made [[env_godrays_controller]] with crepuscular rays useless, this is why it was removed. However, it is still not removed from the [[FGD]] file, you also still can choose the crossfire update in beta branches list.
{{code|env_godrays_controller}} is a point entity available in {{bms|4}} since [https://steamcommunity.com/games/362890/announcements/detail/75795300358700519  Crossfire Update] (22 december 2015 year) and removed in [https://store.steampowered.com/news/app/362890/view/4041374038285692702 24 november 2017 year update]. This entity controls [https://en.wikipedia.org/wiki/Crepuscular_rays Crepuscular Rays], the first version of godrays effect before the november update. The november update brought [[newLight_Point|local point]] and [[newLight_Dir|sun]] new lights (also with [[newLight_Spot|new spot light]] which don't support godrays), this made [[env_godrays_controller]] with crepuscular rays useless, this is why it was removed. However, it is still not removed from the [[FGD]] file, you also still can choose the crossfire update in beta branches list.
{{back | Black Mesa Level Creation}}
== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV|Density|intn=Density|float|Light density.}}
{{KV|Density|intn=Density|float|Light density.}}
{{KV|Decay|intn=Decay|float|Luminance fall off per sample.}}
{{KV|Decay|intn=Decay|float|Luminance fall off per sample.}}
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* [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.
* [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.
* [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/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}}.
== External links==
* [https://chetanjags.wordpress.com/2023/07/18/blackmesa-xenengine-part-4-lighting-shadows/ BlackMesa XenEngine: Part 4 – Lighting & Shadows] (page from Black Mesa developer 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 Black Mesa developer about how a frame rendered, include Godrays.)
* [https://chetanjags.wordpress.com/2022/06/01/blackmesa-xenengine-part1-a-heavily-modified-source-engine/ BlackMesa XenEngine: Part1 – Heavily Modified Source Engine] (page from Black Mesa developer about Black Mesa engine, better known as [[Xenengine]])
{{todo|Fix some stuff. May better describe functions. Investigate and document some keyvalues and functions. Clean up english. Add more issues if you'll find.}}

Latest revision as of 06:01, 4 June 2025

Info-red.png
This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.
Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: newLight_Dir.
Example from dm_bounce.

env_godrays_controller is a point entity available in Black Mesa Black Mesa since Crossfire Update (22 december 2015 year) and removed in 24 november 2017 year update. This entity controls Crepuscular Rays, the first version of godrays effect before the november update. The november update brought local point and sun new lights (also with new spot light which don't support godrays), this made env_godrays_controller with crepuscular rays useless, this is why it was removed. However, it is still not removed from the FGD file, you also still can choose the crossfire update in beta branches list.

Keyvalues

Density (Density) <float>
Light density.
Decay (Decay) <float>
Luminance fall off per sample.
Weight (Weight) <float>
Weight of each sample
Exposure (Exposure) <float>
Exposure
DensityUW (DensityUW) <float>
Light density. UnderWater
DecayUW (DecayUW) <float>
Luminance fall off per sample. UnderWater
WeightUW (WeightUW) <float>
Weight of each sample. UnderWater
ExposureUW (ExposureUW) <float>
Exposure UnderWater

Inputs

SetEnable <void>
Enable God Rays
SetDisable <void>
Disable God Rays
SetDensity <floatRedirectInput/float>
Light density.
SetWeight <floatRedirectInput/float>
Weight of each sample
SetDecay <floatRedirectInput/float>
Luminance fall off per sample.
SetExposure <floatRedirectInput/float>
Exposure
SetEnableUW <void>
Enable God Rays UnderWater
SetDisableUW <void>
Disable God Rays UnderWater
SetDensityUW <floatRedirectInput/float>
Light density UnderWater
SetWeightUW <floatRedirectInput/float>
Weight of each sample UnderWater
SetDecayUW <floatRedirectInput/float>
Luminance fall off per sample UnderWater
SetExposureUW <floatRedirectInput/float>
Exposure UnderWater

See also