Env lightglow: Difference between revisions
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Note:This entity does not have Enable/Disable inputs. Using the
Note:This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile. Avoid loading saves created using outdated maps.
Bug:If an
The Fat Cat (talk | contribs) m (Proof of Bug added. just to be sure view it and remove it when not needed anymore) |
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{{note|This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile. Avoid loading saves created using outdated maps.}} | {{note|This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile. Avoid loading saves created using outdated maps.}} | ||
{{bug|If an <code>env_lightglow</code> entity is moved during an active level, the fade distances will apply as if the <code>env_lightglow</code> did not move.}} | {{bug|If an <code>env_lightglow</code> entity is moved during an active level, the fade distances will apply as if the <code>env_lightglow</code> did not move.}} | ||
{{bug|If the player camera was centered in between the top of the water, the glow can be seen through a wall. Player can easily notice this when they go down underwater.|tested={{hl2}}}} | |||
[https://www.youtube.com/watch?v=VSWiZcKti_0] for above | [https://www.youtube.com/watch?v=VSWiZcKti_0] for above | ||
==Flags== | ==Flags== | ||
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==Inputs== | ==Inputs== | ||
{{ | {{I|Color|param=color255|Change the render color of the glow. A value of 0 0 0 will hide the sprite.}} | ||
==See also== | ==See also== |
Latest revision as of 23:52, 21 July 2025
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CLightGlow |
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env_lightglow
is a point entity available in all Source games. It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc). It's main difference from env_sprite is it's ability to appear in a configurable distance.
Bugs and Caveats

Color
input with a parameter of 0 0 0 will hide it, as a workaround.

env_lightglow
entity is moved during an active level, the fade distances will apply as if the env_lightglow
did not move. [todo tested in ?][1] for above
Flags
- Visible only from front : [1]
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
- Color (R G B) (rendercolor) <color255>
- Glow color.
- Vertical Size (VerticalGlowSize) <integer>
- Vertical glow size in units.
- Horizontal Size (HorizontalGlowSize) <integer>
- Horizontal glow size in units.
- Minimum Distance (MinDist) <integer>
- The distance at which this effect will be fully translucent.
- Maximum Distance (MaxDist) <integer>
- The distance at which this effect will be at full intensity.
- Outer Maximum Distance (OuterMaxDist) <integer>
- If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
- Glow Proxy Geometry Size (0-64) (GlowProxySize) <float>
- Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
- HDR color scale (HDRColorScale) <float>
- Color multiplier for players using HDR.
Inputs
- Color <color255 >
- Change the render color of the glow. A value of 0 0 0 will hide the sprite.