Info lighting relative: Difference between revisions

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{{base point|info_lighting_relative|sprite=info_lighting}} It is used in {{ent|d1_trainstation_01}}, inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].
{{obsolete}}


It can be used on any model entity.  Use the {{Not in FGD}} LightingOriginHack keyvalue to set the entity's initial lighting origin and the {{Not in FGD}} SetLightingOriginHack input to set a new lighting origin. This method of lighting most commonly used with prop_dynamic enables you to select a different light origin without affecting the light environment around the model (See Video Demo Below). Great for lighting up trees with many lights or doing manual light correction. {{clr}}
{{base point|info_lighting_relative|sprite=info_lighting}} An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].


Deprecated by 'LightingOrigin' keyvalue and 'SetLightingOrigin' input for point entities (these however are not in Valve's [[FGD]] by default), use those instead.
{{clr}}
==Keyvalues==
==Keyvalues==
{{KV|Lighting Landmark|target_destination|Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.}}
{{KV|Lighting Landmark|target_destination|Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.}}
{{KV Targetname}}
{{KV BaseEntity}}
{{KV Parentname}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I BaseEntity}}
{{I Parentname}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity|l4d=1}}


==Video Demo==
==External Links==
[https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK
*[https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK]


==Resource==
*[http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee]
[http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee
 
*[http://gtamike.tsgk.com/relations.zip Example VMF ]


==VMF==
[http://gtamike.tsgk.com/relations.zip other mirror]


==Ingame examples of Info lighting relative (From a gmod map called: Nightmare Church)==
[[Image:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative method (lighting origin hack)]]
[[Image:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative method (lighting origin hack)]]
[[Image:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]
[[Image:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]
[[Image:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]
[[Image:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]

Revision as of 10:05, 18 November 2018

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.

Template:Base point An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in d1_trainstation_01, where inside the train car Gordon encounters G-Man.

Deprecated by 'LightingOrigin' keyvalue and 'SetLightingOrigin' input for point entities (these however are not in Valve's FGD by default), use those instead.

Keyvalues

Lighting Landmark ([todo internal name (i)]) <targetname>
Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.


Inputs

Outputs

External Links


Red and Green tree lighting effect using info_lighting_relative method (lighting origin hack)
Ghost lighting effect using info_lighting_relative method (lighting origin hack
Ghost lighting effect using info_lighting_relative method (lighting origin hack