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{{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin.
{{this is a|QC 命令|name=$illumposition}} 该命令用于设置模型相对于其原点的光照原点。


When illuminating an {{L|CBaseAnimating|animated or moving model}} in the engine, the lighting calculations are only done for the two brightest light sources, via the {{L|BSP (Source)#Worldlights|worldlights lump}}.  All the other lights, as well as bounced light from the environment, are taken from a single {{L|ambient cube}}.
当引擎中为{{L|CBaseAnimating|动画或移动模型}}计算光照时,仅会通过{{L|BSP (Source)#Worldlights|worldlights 数据块}}对两个最亮光源进行光照计算。所有其他光源以及环境中的反弹光都来自单个{{L|ambient cube|环境立方体}}


You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.
可以选择为光照原点指定骨骼名称。若指定,则给定的坐标将被解释为相对于该骨骼的位置。


{{note|$illumposition can be overridden per-entity on most entities (including {{L|prop_static}}) by using the {{code|lightingorigin}} {{L|KV}}.}}
{{note|$illumposition 可通过每个实体的 {{code|lightingorigin}} {{L|KV}} 覆盖(包括{{L|prop_static}})。}}
{{important|The default illumposition is ''not'' the origin of the model, but rather the center of the model, based upon the first {{L|$sequence|sequence}}.}}
{{important|默认的光照原点''不是''模型原点,而是基于首个{{L|$sequence|序列}}的模型几何中心。}}


== Syntax ==
== 语法 ==


  $illumposition (x) (y) (z) [optional bone name]
  $illumposition (x) (y) (z) [可选骨骼名称]


== Examples ==
== 示例 ==


  $illumposition 0.000 0.048 -0.115
  $illumposition 0.000 0.048 -0.115
Line 21: Line 20:
  $illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis
  $illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis


== See also ==
== 另见 ==
* {{L|prop_static}}
* {{L|prop_static}}



Latest revision as of 19:07, 18 April 2025

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$illumposition是一个QC 命令,可在所有的 起源 起源 游戏中使用。 该命令用于设置模型相对于其原点的光照原点。

当引擎中为动画或移动模型(en)计算光照时,仅会通过worldlights 数据块(en)对两个最亮光源进行光照计算。所有其他光源以及环境中的反弹光都来自单个环境立方体(en)

可以选择为光照原点指定骨骼名称。若指定,则给定的坐标将被解释为相对于该骨骼的位置。

Note.png注意:$illumposition 可通过每个实体的 lightingorigin KV(en) 覆盖(包括prop_static(en))。
Icon-Important.png重要:默认的光照原点不是模型原点,而是基于首个序列(en)的模型几何中心。

语法

$illumposition (x) (y) (z) [可选骨骼名称]

示例

$illumposition 0.000 0.048 -0.115
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis

另见