$illumposition: Difference between revisions
Jump to navigation
Jump to search
Note:$illumposition can be overridden per-entity on most entities (including prop_static) by using the lightingorigin KV.
SirYodaJedi (talk | contribs) No edit summary |
SirYodaJedi (talk | contribs) (add useful potlinks) |
||
Line 1: | Line 1: | ||
{{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin. By default the <code>$illumposition</code> is the model's [[origin]]. | {{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin. By default the <code>$illumposition</code> is the model's [[origin]]. | ||
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources. All the other lights, as well as bounced light from the environment, | When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources, via the [[BSP (Source)#Worldlights|worldlights lump]]. All the other lights, as well as bounced light from the environment, are taken from a single [[ambient cube]]. | ||
You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone. | You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone. |
Revision as of 10:19, 3 September 2024
$illumposition
is a QC command available in all Source games. It sets the lighting origin for the model, relative to its origin. By default the
$illumposition
is the model's origin.
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources, via the worldlights lump. All the other lights, as well as bounced light from the environment, are taken from a single ambient cube.
You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.

Syntax
$illumposition (x) (y) (z) [optional bone name]
Examples
$illumposition 0.000 0.048 -0.115
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis