Special effects: Difference between revisions
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{{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 |
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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 |
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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.
- 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 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