Perfect Dark Source: env sun: Difference between revisions

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{{wrongtitle|title=env_sun}}
{{Orphan|date=January 2024}}


==Entity Description==
==Entity Description==
Places a sun effect in the sky. Does not contribute any actual lighting - this entity is best used in conjunction with a [[light_environment]].
Places a sun effect in the sky. Does not contribute any actual lighting - this entity is best used in conjunction with a [[light environment]].


* The effect's position relative to the player is determined by an angle; it does not parallax, so gives the effect of the sun being infinitely far away.
* The effect's position relative to the player is determined by an angle; it does not parallax, so gives the effect of the sun being infinitely far away.
* You can also send inputs to the env_sun entity by directing them to "env_sun" instead of using a target name.
* You can also send inputs to the env_sun entity by directing them to "env_sun" instead of using a target name.
* The effect is additive with the sky: a pure yellow sun with a bright blue sky will appear white in-game; change the color to account for this.
* The effect is additive with the sky: a pure yellow sun with a bright blue sky will appear white in-game; change the color to account for this.
* The sun may rotate around the level based on the ambiental time. Clients use the client cvar pp_draw_timeofday 1 to enable this.


==Keyvalues==
==Keyvalues==
* {{not in fgd}} {{kv targetname}}
* {{Not in FGD}} {{KV Targetname}}
 
*{{KV Angles}}
*{{kv angles}}
*{{KV HDRColorScale}}
 
*{{kv hdrcolorscale}}
 
* '''dynamicsun'''
* '''dynamicsun'''
: {{boolean}} Set to NO if you do not wish this sun entity to move based on the ambiental time, you will only need to set the sun angles. Set to YES otherwise, you will also need to set ''rotaxis'', ''rotmidday'', ''rotcenter'', and ''distancecenter''.
: {{boolean}} Set to NO if you do not wish this sun entity to move based on the ambiental time, you will only need to set the sun angles. Set to YES otherwise, you will also need to set ''rotaxis'', ''rotmidday'', ''rotcenter'', and ''distancecenter''.
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* '''rendercolor'''
* '''rendercolor'''
: {{color}} Color of the sun.
: <[[color255]]> Color of the sun.


* '''size'''
* '''size'''
: <integer> Size of the sun.
: <integer> Size of the sun.


* '''{{ep1 add|overlaycolor}}
* '''{{EP1 add|overlaycolor}}
: {{color}} Overlay Color (R G B)
: <[[color255]]> Overlay Color (R G B)
: A value of 0 0 0 will act the old way.
: A value of 0 0 0 will act the old way.
* '''{{ep1 add|overlaysize}}'''
* '''{{EP1 add|overlaysize}}'''
: <integer> Overlay Size
: <integer> Overlay Size
: A value of -1 means the overlay will act the old way.
: A value of -1 means the overlay will act the old way.
* '''{{ep1 add|material}}'''
* '''{{EP1 add|material}}'''
: <material> Material Name
: <material> Material Name
: Material of the inner glow. (sprites/light_glow02_add_noz)
: Material of the inner glow. (sprites/light_glow02_add_noz)
* '''{{ep1 add|overlaymaterial}}'''
* '''{{EP1 add|overlaymaterial}}'''
: <material> Overlay Material Name
: <material> Overlay Material Name
: Material of the overlay glow. (sprites/light_glow02_add_noz)
: Material of the overlay glow. (sprites/light_glow02_add_noz)
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==Inputs==
==Inputs==


* {{not in fgd}}:
* {{Not in FGD}}:
:{|
:{| class=standard-table
|
|
* {{i targetname}}
* {{I Targetname}}
|}
|}


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: Disable sun rendering.
: Disable sun rendering.


* '''SetColor {{color}}'''
* '''SetColor <[[color255]]>'''
: Set the rendercolor.
: Set the rendercolor.


==Outputs==
==Outputs==
* {{not in fgd}} {{o targetname}}
* {{Not in FGD}} {{O Targetname}}
 


[[Category:Entities]]
[[Category:Perfect Dark Source Entities]]

Latest revision as of 10:25, 5 January 2024

Entity Description

Places a sun effect in the sky. Does not contribute any actual lighting - this entity is best used in conjunction with a light environment.

  • The effect's position relative to the player is determined by an angle; it does not parallax, so gives the effect of the sun being infinitely far away.
  • You can also send inputs to the env_sun entity by directing them to "env_sun" instead of using a target name.
  • The effect is additive with the sky: a pure yellow sun with a bright blue sky will appear white in-game; change the color to account for this.
  • The sun may rotate around the level based on the ambiental time. Clients use the client cvar pp_draw_timeofday 1 to enable this.

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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • HDRColorScale
<float> Float value to multiply sprite color by when running in HDR mode.
  • dynamicsun
<boolean> Set to NO if you do not wish this sun entity to move based on the ambiental time, you will only need to set the sun angles. Set to YES otherwise, you will also need to set rotaxis, rotmidday, rotcenter, and distancecenter.
Note.pngNote:If you set this to YES you still have to set the sun angles as players might turn off the ambiental time feature.
  • rotaxis
<angle> The sun will use the axis defined by these angles for its rotation. ie. The angles 0 90 0 will create a rotation around the Y axis where the sun will start at the positive X axis go to positive Z, then X(-) and finally Z(-) before returning to the starting point.
  • rotmidday
<float> Set the rotation angle at which the sun should be at 12:00pm ambiental time. By default, it is 90 degrees, the center of the sky in the regular case. If you modify this angle, the sun will start at a different point on its rotation.
  • rotcenter
<vector> Represents the center of translation (rotation around a point). The sun will rotate around this point so the usual value for this will be the center of your map. You may create special rotations by modifying this and rotaxis, ie. The effect of the sun at the poles.
  • distancecenter
<float> This defines the distance of the sun from its rotation center. Since the sun is always projected to the infinite this is only useful when trying to get a special rotation effect, the sun's position will be first calculated using this distance, new angles will be obtained and then it will be projected to the infinite. For the regular case (center at middle of the map), any value greater than 0 will work. A value of 0 will make the sun stay in place.
  • rendercolor
<color255> Color of the sun.
  • size
<integer> Size of the sun.
  • overlaycolor (in all games since Half-Life 2: Episode One)
<color255> Overlay Color (R G B)
A value of 0 0 0 will act the old way.
  • overlaysize (in all games since Half-Life 2: Episode One)
<integer> Overlay Size
A value of -1 means the overlay will act the old way.
  • material (in all games since Half-Life 2: Episode One)
<material> Material Name
Material of the inner glow. (sprites/light_glow02_add_noz)
  • overlaymaterial (in all games since Half-Life 2: Episode One)
<material> Overlay Material Name
Material of the overlay glow. (sprites/light_glow02_add_noz)

Inputs

  • TurnOn
Enable sun rendering.
  • TurnOff
Disable sun rendering.
Set the rendercolor.

Outputs