Env lightglow: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(updates)
(Re-wrote a sentence)
Line 3: Line 3:
{{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}} 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.


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.
{{note|This entity does not have Enable/Disable inputs. Using the <code>Color</code> input with a parameter of 0 0 0 will hide it, as a workaround.}}


{{code class|CLightGlow|lightglow.cpp}}
{{code class|CLightGlow|lightglow.cpp}}
Line 22: Line 22:


==Inputs==
==Inputs==
{{IO|Color|param=color255|Change the render color of the glow.}}
{{IO|Color|param=color255|Change the render color of the glow. A value of 0 0 0 will hide the sprite.}}
{{I BaseEntity}}
{{I BaseEntity}}



Revision as of 05:20, 29 September 2018

English (en)中文 (zh)Translate (Translate)
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.

Note.pngNote:This entity does not have Enable/Disable inputs. Using the Color input with a parameter of 0 0 0 will hide it, as a workaround.
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. A value of 0 0 0 will hide the sprite.


Outputs