Env lightglow: Difference between revisions

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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]]
{{lang|Env lightglow}}
[[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.]]
[[File:env_lightglow.jpg|thumb|300px|right|<code>env_lightglow</code> used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel.]]
{{base point|env_lightglow}} 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). It's main difference from {{ent|env_sprite}} is it's ability to appear in a configurable distance.


{{base point|env_lightglow}}
Unfortunately, this entity does not have Enable/Disable inputs. Using <code>Color</code> with the parameter 0 0 0 will hide it, but the entity is still technically "on". <code>Kill</code> is another possible method.
==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|For symmetrical glows, you can also use an [[env_sprite]] entity using a glow sprite.}}
:{{note| Here's an example on how to turn off this effect using a Trigger.}}
<pre>
OnTrigger
Input: Color  
parameter: 1 1 1
Delay: 0.01
</pre>


== Keyvalues ==
{{code class|CLightGlow|lightglow.cpp}}
{{KV|Color (R G B)|color255|Glow color.}}
{{KV|Vertical Size|integer|Vertical glow size in units.}}
{{KV|Horizontal Size|integer|Horizontal glow size in units.}}
{{KV|Minimum Distance|integer|The distance at which this effect will be fully translucent.}}
{{KV|Maximum Distance|integer|The distance at which this effect will be at full intensity.}}
{{KV|Outer Maximum Distance|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.}}
{{KV|Glow Proxy Geometry Size (0-64)|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.}}
{{KV|HDR color scale.|float|float value to multiply sprite color by when running in HDR mode.}}
{{KV Parentname}}
{{KV Targetname}}
{{KV Angles}}


== Flags ==
==Flags==
* 1 : Visible only from front
*1: Visible only from front


== Inputs ==
==Keyvalues==
{{IO|Color|Change the render color of the glow.<br/> Format: <code><Red 0-255> <Green 0-255> <Blue 0-255></code>|param=color255}}
{{KV|Color (R G B) (rendercolor)|color255|Glow color.}}
{{I Parentname}}
{{KV|Vertical Size (VerticalGlowSize)|integer|Vertical glow size in units.}}
{{I Targetname}}
{{KV|Horizontal Size (HorizontalGlowSize)|integer|Horizontal glow size in units.}}
{{KV|Minimum Distance (MinDist)|integer|The distance at which this effect will be fully translucent.}}
{{KV|Maximum Distance (MaxDist)|integer|The distance at which this effect will be at full intensity.}}
{{KV|Outer Maximum Distance (OuterMaxDist)|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.}}
{{KV|Glow Proxy Geometry Size (0-64) (GlowProxySize)|float|Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.}}
{{KV|HDR color scale (HDRColorScale)|float|Color multiplier for players using HDR.}}
{{KV BaseEntity|css=1}}


== Outputs ==
==Inputs==
{{O Targetname}}
{{IO|Color|param=color255|Change the render color of the glow.}}
{{I BaseEntity}}
 
==Outputs==
{{O BaseEntity|l4d=1}}


[[Category:Special effects]]
[[Category:Special effects]]
[[Category:Lighting]]
[[Category:Lighting]]

Revision as of 04:45, 29 September 2018

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env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel.

Template:Base point 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). It's main difference from env_sprite is it's ability to appear in a configurable distance.

Unfortunately, this entity does not have Enable/Disable inputs. Using Color with the parameter 0 0 0 will hide it, but the entity is still technically "on". Kill is another possible method.

C++ In code, it is represented by theCLightGlowclass, defined in thelightglow.cppfile.

Flags

  • 1: Visible only from front

Keyvalues

Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Glow color.
Vertical Size (VerticalGlowSize) ([todo internal name (i)]) <integer>
Vertical glow size in units.
Horizontal Size (HorizontalGlowSize) ([todo internal name (i)]) <integer>
Horizontal glow size in units.
Minimum Distance (MinDist) ([todo internal name (i)]) <integer>
The distance at which this effect will be fully translucent.
Maximum Distance (MaxDist) ([todo internal name (i)]) <integer>
The distance at which this effect will be at full intensity.
Outer Maximum Distance (OuterMaxDist) ([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 (0-64) (GlowProxySize) ([todo internal name (i)]) <float>
Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
HDR color scale (HDRColorScale) ([todo internal name (i)]) <float>
Color multiplier for players using HDR.


Inputs

Color <color255RedirectInput/color32>
Change the render color of the glow.


Outputs