Special effects: Difference between revisions

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(Special effects moved to Lists of Special Effects: better description)
 
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#REDIRECT [[Lists of Special Effects]]
{{Abstract Coding}}
{{Abstract Mapping}}
==Mapping==
===Articles===
*[[Dust, Fog, & Smoke]]
*[[Explosions]]
===Entities===
These are effects that can be added to maps without messing with code or configuration files.
*[[env_beam]] — laser or column of light; see also [[env_laser]]
*[[env_blood]] — spatters blood
*[[env_bubbles]] — creates bubbles inside a volume
*[[env_citadel_energy_core]]
*[[env_effectscript]] (advanced)
*[[env_embers]] — creates embers inside a volume
*[[env_entity_igniter]] — lights things on fire
*[[env_fade]] — camera fade, eg fade to black or fade from black
*[[env_fire]] — fire or plasma
*[[env_firesource]] — causes nearby combustible items to burn
*[[env_flare]] — red flare (like a road flare)
*[[env_fog_controller]] — adds fog to level; see also [[Dust, Fog, & Smoke]]
*[[env_funnel]] — teleporter funnel effect from HL1
*[[env_gunfire]] — shoots [[Wikipedia:Tracer ammunition|tracers]]
*[[env_laser]] — laser; see also [[env_beam]]
*[[env_lightglow]] — puts a glowing halo around a light source
*[[env_muzzleflash]]
*[[env_particlescript]] (advanced)
*[[env_rotorshooter]] — shoots out gibs when near a helicopter
*[[env_rotorwash]] — causes small objects to blow around when near a helicopter
*[[env_screenoverlay]] — superimposes an image over the player's view; see also [[script_intro]]
*[[env_shake]] — vibrations, tremors, and earthquakes
*[[env_shooter]] — shoots entities, models, or sprites
*[[env_spark]] — creates sparks
*[[env_splash]] — creates a splash in water
*[[env_sprite]]
*[[env_starfield]] — a moving starfield, as seen in the end of HL1
*[[env_steam]] — a jet of steam
*[[env_sun]] — creates a glare in the sky; used to make the sun look more realistic
*[[env_terrainmorph]]
*[[env_texturetoggle]] (may require custom materials)
*[[env_tonemap_controller]] — adjusts the light sensitivity of the player's virtual eyes
*[[env_wind]] — controls wind inside a volume
*[[env_zoom]] — controls the player's [[FOV]]
*[[func_illusionary]] — non-solid wall/floor/whatever
*[[func_precipitation]] — rain,snow,or ash
*[[infodecal]] — decals; can be used for many purposes, including stains, marks, crumbling plaster, and blood
*[[light_dynamic]] — moving lights, possibly colored
*[[point_tesla]] — lightning and electricity effects
*[[shadow_control]] — colored shadows
*[[trigger_physics_trap]] — dissolves NPCs
*[[trigger_wind]] — Causes the player to be pushed like strong wind
 
==Modeling==
*[[Creating an Effectscript model]]
==Coding==
*[[Special Effects - Introduction]]
*[[Special Effects - Server Control]]
==Camera==
*[[Custom camera effects]]

Revision as of 17:45, 22 March 2009

Abstract Coding series Discuss your thoughts - Help us develop the articles or ideas you want

Levels & XP | Optimization | Procedural Textures | Sights & Sniperrifles | Special effects | Vehicles | Threads | Save Game Files | Night Vision | Non-offensive Weapons | Dynamic Weapon Spawns | Dynamic Weapon Spawns (Advanced)

Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

Mapping

Articles

Entities

These are effects that can be added to maps without messing with code or configuration files.

Modeling

Coding

Camera