Info lighting relative: Difference between revisions

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m (method of lighting used with prop_dynamic)
(Please do not refer to your own videos in the main article description)
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Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> input for point entities (these however are not in Valve's [[FGD]] by default), use those instead, as they can accept any entity as a lighting origin.  
Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> input for point entities (these however are not in Valve's [[FGD]] by default), use those instead, as they can accept any entity as a lighting origin.  
This method of lighting most is commonly used with prop_dynamic (See Video Demo Below).
 
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==Keyvalues==
==Keyvalues==

Revision as of 09:25, 20 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This entity is obsolete.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, as they can accept any entity as a lighting origin.

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.
Ghost lighting effect using info_lighting_relative.
Ghost lighting effect using info_lighting_relative.