Info lighting relative: Difference between revisions

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{{Ent_not_in_fgd}}
{{Ent_not_in_fgd}}
{{todo|Add the code.}}
@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative
[
LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
"If empty, the info_lighting_relative's origin will " +
"be used."
]


==Entity Description==
==Entity Description==
[[Image:info_lighting.png|right]]
[[Image:info_lighting.png|right]]
This entity is not present in the FGD, but is in the code. Despite its obsolete icon, this entity is used in the very beginning of HL2 (in the ''d1_trainstation_01'' map) inside the train car Gordon arrives in (where the zoom occurs, before he is teleported to the second, moving, train car).
This entity is used in ''d1_trainstation_01'', inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].
 
The function and use of this entity is so far unknown, but a good guess would be that this entity applies static lighting to dynamic objects, improving performance (as this lighting might not count as dynamic lighting despite being inside a moving entity) and/or to avoid lighting fluctuations caused by movement. The info_lighting_relative is placed inside a static environment, and linked via the ''LightingLandmark'' keyvalue to an [[info_target]] entity inside an (preferably identical) moving environment where the lighting will be applied.
 
Another guess would be that it simply uses the lighting from one place, and applies it to another.
{{clr}}


It can be used on any entity derived from [[CBaseAnimating]].  Use the '''LightingOriginHack''' keyvalue to set the entity's initial lighting origin and the '''SetLightingOriginHack''' input to set a new lighting origin.{{clr}}
==Keyvalues==
==Keyvalues==
* {{kv targetname}}
* {{kv targetname}}
* {{kv parentname}}
* '''LightingLandmark'''
* '''LightingLandmark'''
: <?> In HL2 this keyvalue contains the name of an [[info_target]] entity in the second train car - a duplicate version of the boxcar the info_lighting_relative is in, seemingly at the exact same place inside it.
: <target_destination> Entity at which the reference origin is contained.  If empty, the info_lighting_relative's origin will be used.
 
<!--no flags-->
<!--This entity doesn't have any flags or outputs, and all(?) inputs seem to be available for it.-->
==Inputs==
 
* {{i targetname}}
* {{i parentname}}
==Outputs==
* {{o targetname}}
[[Category:Entities]]
[[Category:Entities]]

Revision as of 16:16, 16 April 2006

Template:Wrongtitle

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceHalf-Life 2Half-Life 2: DeathmatchDay of Defeat: SourceHalf-Life 2: Episode OneHalf-Life 2: Episode TwoTeam Fortress 2 FGD by default.
See below for instructions on making it available.
@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative
[
	LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
									"If empty, the info_lighting_relative's origin will " +
									"be used."
]

Entity Description

Info lighting.png

This entity is used in d1_trainstation_01, inside the train car Gordon encounters G-Man.

It can be used on any entity derived from CBaseAnimating. Use the LightingOriginHack keyvalue to set the entity's initial lighting origin and the SetLightingOriginHack input to set a new lighting origin.

Keyvalues

<target_destination> Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.

Inputs

Outputs