Info lighting relative: Difference between revisions
Jump to navigation
Jump to search
Gtamike TSGK (talk | contribs) m (method of lighting used with prop_dynamic) |
(Please do not refer to your own videos in the main article description) |
||
Line 4: | Line 4: | ||
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. | ||
{{clr}} | {{clr}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 09:25, 20 November 2018

This entity is obsolete.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