Info lighting relative: Difference between revisions
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{{obsolete}} | {{obsolete}} | ||
{{base point|info_lighting_relative|sprite=info_lighting}} An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]]. | {{base point|info_lighting_relative|sprite=info_lighting}} An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]]. | ||
Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> input for point entities (these however are not in Valve's [[FGD]] by default), use those instead, as they can accept any entity as a lighting origin. | Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> input for point entities (these however are not in Valve's [[FGD]] by default), use those instead, as they can accept any entity as a lighting origin. | ||
This method of lighting most is commonly used with prop_dynamic (See Video Demo Below). | |||
{{clr}} | {{clr}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 06:45, 20 November 2018

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Template:Base point An entity that allows a model to be lit from a different light origin without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in d1_trainstation_01, where inside the train car Gordon encounters G-Man.
Deprecated by LightingOrigin
keyvalue and SetLightingOrigin
input for point entities (these however are not in Valve's FGD by default), use those instead, as they can accept any entity as a lighting origin.
This method of lighting most is commonly used with prop_dynamic (See Video Demo Below).
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.
Inputs
Outputs
External Links