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Env glow (GoldSrc): Difference between revisions

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(Created page with "{{tabs|env_glow|goldsrc = 1|source = 1|main = source}} {{This is a|name=env_glow|e0|engine=1}} The env_glow entity is much like the env_sprite in that it places a sprite with...")
 
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
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{{tabs|env_glow|goldsrc = 1|source = 1|main = source}}  
{{tabs|env_glow|goldsrc = 1|source = 1|main = source}}  
{{This is a|name=env_glow|e0|engine=1}} The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has.
{{this is a|point entity|name=env_glow|engine=GoldSrc}} The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has.


==Key Values==
==Key Values==

Revision as of 20:05, 17 May 2024

env_glow is a point entity available in all GoldSrc GoldSrc games. The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Sprite Name (model) <sprite>
This defines which sprite file will be displayed by the entity.
Scale (scale) <integer>
Sets the scale of the sprite, in the form of a size multiplier.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)