Env lightglow: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 Note:This entity does not have Enable/Disable inputs. Using the
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 Avoid loading saves created using outdated maps.
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 Avoid loading saves created using outdated maps.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
Bug:If an 
		
	
| m (→Entity Description:  rewrote) | No edit summary | ||
| (33 intermediate revisions by 18 users not shown) | |||
| Line 1: | Line 1: | ||
| {{ | {{lang|Env lightglow|title=env_lightglow}} | ||
| [[File:env_lightglow.jpg|thumb|300px|right|<code>env_lightglow</code> used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel.]] | |||
| {{CD|CLightGlow|file1=lightglow.cpp}} | |||
| {{this is a|point entity|name=env_lightglow}} 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 {{ent|env_sprite}} is it's ability to appear in a configurable distance. | |||
| == Bugs and Caveats == | |||
| {{note|This entity does not have Enable/Disable inputs. Using the <code>Color</code> input with a parameter of 0 0 0 will hide it, as a workaround.}} | |||
| == | {{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 Avoid loading saves created using outdated maps.}} | ||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 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 | ||
| ==Flags== | |||
| {{fl|1|Visible only from front}} | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Color (R G B)|intn=rendercolor|color255|Glow color.}} | |||
| {{KV|Vertical Size|intn=VerticalGlowSize|integer|Vertical glow size in units.}} | |||
| {{KV|Horizontal Size|intn=HorizontalGlowSize|integer|Horizontal glow size in units.}} | |||
| {{KV|Minimum Distance|intn=MinDist|integer|The distance at which this effect will be fully translucent.}} | |||
| {{KV|Maximum Distance|intn=MaxDist|integer|The distance at which this effect will be at full intensity.}} | |||
| {{KV|Outer Maximum Distance|intn=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.}} | |||
| {{KV|Glow Proxy Geometry Size (0-64)|intn=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.}} | |||
| {{KV|HDR color scale|intn=HDRColorScale|float|Color multiplier for players using HDR.}} | |||
| = | |||
| ==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== | ||
| *{{ent|env_sprite}} | |||
| *{{ent|env_sprite_oriented}} | |||
| *{{ent|env_sprite_clientside}} | |||
| * {{ | |||
| [[Category:Special effects]] | [[Category:Special effects]] | ||
| [[Category:Lighting]] | [[Category:Lighting]] | ||
Latest revision as of 23:52, 21 July 2025
|  Class hierarchy | 
|---|
| CLightGlow | 
|  lightglow.cpp | 
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.
 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
 Note:This entity does not have Enable/Disable inputs. Using the
Note:This entity does not have Enable/Disable inputs. Using the Color input with a parameter of 0 0 0 will hide it, as a workaround. 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
Bug:If an 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. parentnameortarget).
 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.




























