Env lightglow: Difference between revisions

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(Briefly explained on how to disable the env_lightglow effect without killing the entity.)
(Added another Env_lightglow example image.)
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[[File:env_lightglow.jpg|thumb|260px|right|env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel]]
[[File:env_lightglow.jpg|thumb|260px|right|env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel]]
[[File:Env lightglow image 1.jpg|thumb|260px|right|4 Env_lightglow used on all sides of a rotating Health Model looks impressive in motion.]]


{{base point|env_lightglow}}  
{{base point|env_lightglow}}  

Revision as of 02:47, 10 July 2017

env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel
4 Env_lightglow used on all sides of a rotating Health Model looks impressive in motion.

Template:Base point

Entity description

It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc).

Tip.pngTip:For symmetrical glows, you can also use an env_sprite entity using a glow sprite.
Note.pngNote: Here's an example on how to turn off this effect using a Trigger.
OnTrigger 
Input: Color 
parameter: 1 1 1
Delay: 0.01

Keyvalues

Color (R G B) ([todo internal name (i)]) <color255>
Glow color.
Vertical Size ([todo internal name (i)]) <integer>
Vertical glow size in units.
Horizontal Size ([todo internal name (i)]) <integer>
Horizontal glow size in units.
Minimum Distance ([todo internal name (i)]) <integer>
The distance at which this effect will be fully translucent.
Maximum Distance ([todo internal name (i)]) <integer>
The distance at which this effect will be at full intensity.
Outer Maximum Distance ([todo internal name (i)]) <integer>
If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
Glow Proxy Geometry Size ([todo internal name (i)]) <float>
Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
HDR color scale. ([todo internal name (i)]) <float>
float value to multiply sprite color by when running in HDR mode.
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.
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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

  • 1 : Visible only from front

Inputs

Color <color255RedirectInput/color32>
Change the render color of the glow.
Format: <Red 0-255> <Green 0-255> <Blue 0-255>
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