Zh/Env lightglow: Difference between revisions

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(Created page with "{{lang|Env lightglow}} 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 th...")
 
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{{lang|Env lightglow}}
{{lang|Env lightglow}}
[[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.]]
[[File:env_lightglow.jpg|thumb|300px|right|<code>env_lightglow</code>在隧道中的使用,在尽头使用会造成一些错觉。]]
{{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.
{{point_ent:zh|env_lightglow}}给地图增加一些光圈光彩效果, 通常用于光源点和一些自然发光的效果, (隧道洞穴或者黑暗建筑等)。 与 {{ent|env_sprite}}最大的区别是可以配置显示距离。
{{注意|此实体没有 Enable/Disable 输入(启用/禁用). 使用<code>Color</code> 输入,参数为 0 0 0 可以隐藏它, 作为解决方法.}}


{{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:zh|CLightGlow|lightglow.cpp}}


{{code class|CLightGlow|lightglow.cpp}}
==标签/Flags==
*1: Visible only from front - 仅正面可见。


==Flags==
==键值==
*1: Visible only from front
 
==Keyvalues==
{{KV|Color (R G B) (rendercolor)|color255|Glow color.}}
{{KV|Color (R G B) (rendercolor)|color255|Glow color.}}
{{KV|Vertical Size (VerticalGlowSize)|integer|Vertical glow size in units.}}
{{KV|Vertical Size (VerticalGlowSize)|integer|Vertical glow size in units.}}
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{{KV BaseEntity|css=1}}
{{KV BaseEntity|css=1}}


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


==Outputs==
==输出==
{{O BaseEntity|l4d=1}}
{{O BaseEntity|l4d=1}}


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

Revision as of 08:09, 14 October 2019

English (en)中文 (zh)Translate (Translate)
env_lightglow在隧道中的使用,在尽头使用会造成一些错觉。

起源 env_lightglow是一个存在于所有的 起源 游戏的点实体。给地图增加一些光圈光彩效果, 通常用于光源点和一些自然发光的效果, (隧道洞穴或者黑暗建筑等)。 与 env_sprite最大的区别是可以配置显示距离。

Template:注意


待完善: This template is currently using deprecated suf or {{Lang}}-based translations. Please use the main {{Code class}} instead, which uses {{Autolang}}.

在源代码中,它由 class CLightGlow 代表,定义于 lightglow.cpp


标签/Flags

  • 1: Visible only from front - 仅正面可见。

键值

Color (R G B) (rendercolor) ([todo internal name (i)]) <color255(en)>
Glow color.
Vertical Size (VerticalGlowSize) ([todo internal name (i)]) <整数(en)>
Vertical glow size in units.
Horizontal Size (HorizontalGlowSize) ([todo internal name (i)]) <整数(en)>
Horizontal glow size in units.
Minimum Distance (MinDist) ([todo internal name (i)]) <整数(en)>
The distance at which this effect will be fully translucent.
Maximum Distance (MaxDist) ([todo internal name (i)]) <整数(en)>
The distance at which this effect will be at full intensity.
Outer Maximum Distance (OuterMaxDist) ([todo internal name (i)]) <整数(en)>
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)]) <浮点型(en)>
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)]) <浮点型(en)>
Color multiplier for players using HDR.


输入

Color <color255(en)>
Change the render color of the glow. A value of 0 0 0 will hide the sprite.


输出