Info lighting relative: Difference between revisions
		
		
		
		
		
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 (only in Portal.fgd)  | 
				Gtamike TSGK (talk | contribs)   (The entity is available by default for the current build of Garry's Mod)  | 
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{{obsolete|entity=1}}  | {{obsolete|entity=1}}  | ||
{{Ent not in fgd|any|except={{portal}}}}  | {{Ent not in fgd|any|except={{portal}} and {{Garry's_Mod}}}}  | ||
{{CD|CInfoLightingRelative|file1=1}}  | {{CD|CInfoLightingRelative|file1=1}}  | ||
{{This is a|point entity|name=info_lighting_relative|sprite=info_lighting.png|before=Left 4 Dead}} 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 {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].    | {{This is a|point entity|name=info_lighting_relative|sprite=info_lighting.png|before=Left 4 Dead}} 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 {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]].    | ||
Latest revision as of 11:31, 21 August 2025
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
| CInfoLightingRelative | 

info_lighting_relative  is a   point entity  available in all 
 Source games before 
 Left 4 Dead. 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 (LightingLandmark) <targetname>
 - Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.