Info lighting relative: Difference between revisions

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==Outputs==
==Outputs==
{{O Targetname}}
{{O Targetname}}
==Ingame examples of Info lighting relative (From a gmod map called: Nightmare Church)==
[[Image:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative method (lighting origin hack)]]
[[Image:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]
[[Image:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]


==Video Demo==
==Video Demo==
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==VMF==
==VMF==
[http://gtamike.tsgk.com/relations.zip other mirror]
[http://gtamike.tsgk.com/relations.zip other mirror]
==Ingame examples of Info lighting relative (From a gmod map called: Nightmare Church)==
[[Image:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative method (lighting origin hack)]]
[[Image:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]
[[Image:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative method (lighting origin hack]]

Revision as of 05:13, 17 December 2016

Template:Base point It is used in d1_trainstation_01, inside the train car Gordon encounters G-Man.

It can be used on any model entity. Use the !FGD LightingOriginHack keyvalue to set the entity's initial lighting origin and the !FGD SetLightingOriginHack input to set a new lighting origin.

Keyvalues

Lighting Landmark ([todo internal name (i)]) <targetname>
Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

Video Demo

[https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK

Resource

[http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee

VMF

other mirror

Ingame examples of Info lighting relative (From a gmod map called: Nightmare Church)

Red and Green tree lighting effect using info_lighting_relative method (lighting origin hack)
Ghost lighting effect using info_lighting_relative method (lighting origin hack
Ghost lighting effect using info_lighting_relative method (lighting origin hack