Env skypaint: Difference between revisions
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Important:Set skybox name to
Important:The colors aren't in RGB "255 255 255" format. In order to convert them to these values, you'll need to get your color value (such as 200 and divide it by 255, resulting in 0.78 rounded for the red color field)
Note:Since
Warning:not to be confused with env_sun
Note:On sky it replaces black color in texture with alpha.
(Created page with "{{cleanup}} {{stub}} left|link= <code>env_skypaint</code> is a point entity available in {{GMOD}}Garry's Mod. It allows to create custom dy...") |
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[[File:env_skypaint.png|left|link=]] <code>env_skypaint</code> is a [[point entity]] available in {{GMOD}}[[Garry's Mod]]. It allows to create custom dynamic skybox. | [[File:env_skypaint.png|left|link=]] <code>env_skypaint</code> is a [[point entity]] available in {{GMOD}}[[Garry's Mod]] (Since GMod 13). It allows to create custom dynamic skybox (Both [[HDR]] and [[LDR]]). | ||
[[File:Construct_sky.jpg|thumb|gm_construct | [[File:Construct_sky.jpg|thumb|gm_construct uses env_skypaint]] | ||
[[File:Flatgrass_sky.jpg|thumb|gm_flatgrass | [[File:Flatgrass_sky.jpg|thumb|gm_flatgrass also uses env_skypaint]] | ||
It can be overridden by Sky Editor ([[edit_sky]]) entity spawned by player in game. | It can be overridden by Sky Editor ([[edit_sky]]) entity spawned by player in game. | ||
{{Important|Set skybox name to <code>painted</code> to get this entity to work.}} | {{Important|Set skybox name to <code>painted</code> to get this entity to work.}} | ||
{{Important|The colors aren't in RGB "255 255 255" format. In order to convert them to these values, you'll need to get your color value (such as 200 and divide it by 255, resulting in 0.78 rounded for the red color field)}} | |||
{{note|Since <code>env_skypaint</code> isn't related to VRAD at all, you'll need to make your own [[light_environment]] for your skybox inside Hammer.}} | |||
==Sky creation== | ==Sky creation== | ||
# Place <code>env_skypaint</code> somewhere in your map | # Place <code>env_skypaint</code> somewhere in your map | ||
# Change sky name to <code>painted</code> | # Change sky name to <code>painted</code> | ||
# Compile and run map | # Compile and run map | ||
# Using a Q menu, spawn the Sky Editor somewhere in your map. | |||
# Go to sky editor properties and edit the values as you wish. | # Go to sky editor properties and edit the values as you wish. | ||
# When your done, just copy values to <code>env_skypaint</code> | # When your done, just copy values to <code>env_skypaint</code> | ||
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|- | |- | ||
| gm_construct | | gm_construct | ||
| {{vec3|0.22|0.51|1}} || {{vec3|0.919|0.929|0.992}} | | style="background:#3883ff;color:black"|{{vec3|0.22|0.51|1}} | ||
| style="background:#eaedfd;color:black"| {{vec3|0.919|0.929|0.992}} | |||
| 0.1 | |||
| 0 | |||
| {{vec3|0|0|1}} | |||
| Automatic | |||
| style="background:#000000;"| {{vec3|0|0|0}} | |||
| 0.5 | |||
| 2 | |||
| style="background:#ffffff;color:black"|{{vec3|1|1|1}} | |||
| Yes | |||
| skybox/clouds | |||
| 2 | |||
| 0.5 | |||
| 0.03 | |||
| 0.56 | |||
|- | |- | ||
| gm_flatgrass | | gm_flatgrass | ||
| {{vec3|0|0.6|1}} || {{vec3|0.9|0.95|1}} | | style="background:#0099ff;color:black"|{{vec3|0|0.6|1}} | ||
| style="background:#e6f2ff;color:black"|{{vec3|0.9|0.95|1}} | |||
| 0.5 | |||
| 0 | |||
| {{vec3|0|0|1}} | |||
| Automatic | |||
| style="background:#000000;"|{{vec3|0|0|0}} | |||
| 0 | |||
| 0 | |||
| style="background:#000000;"|{{vec3|0|0|0}} | |||
| Yes | |||
| skybox/clouds | |||
| 2 | |||
| 0.5 | |||
| 0.02 | |||
| 0.60 | |||
|} | |} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 04:28, 15 November 2020

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For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

env_skypaint
is a point entity available in Garry's Mod (Since GMod 13). It allows to create custom dynamic skybox (Both HDR and LDR).
It can be overridden by Sky Editor (edit_sky) entity spawned by player in game.

painted
to get this entity to work.

env_skypaint
isn't related to VRAD at all, you'll need to make your own light_environment for your skybox inside Hammer.Sky creation
- Place
env_skypaint
somewhere in your map - Change sky name to
painted
- Compile and run map
- Using a Q menu, spawn the Sky Editor somewhere in your map.
- Go to sky editor properties and edit the values as you wish.
- When your done, just copy values to
env_skypaint
- Compile map again. DONE
env_skypaint example values
Map | Sky Top Color | Sky Bottom Color | Sky Fade Bias | Sun Size | Sun Normal | Sun Position Method | Sun Color | Dusk Scale | Dusk Intensity | Dusk Color | Draw Stars | Star Texture | Star Scale | Star Fade | Star Speed | HDR Scale |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
gm_construct | 0.22 0.51 1 | 0.919 0.929 0.992 | 0.1 | 0 | 0 0 1 | Automatic | 0 0 0 | 0.5 | 2 | 1 1 1 | Yes | skybox/clouds | 2 | 0.5 | 0.03 | 0.56 |
gm_flatgrass | 0 0.6 1 | 0.9 0.95 1 | 0.5 | 0 | 0 0 1 | Automatic | 0 0 0 | 0 | 0 | 0 0 0 | Yes | skybox/clouds | 2 | 0.5 | 0.02 | 0.60 |
Keyvalues
- Name ([todo internal name (i)]) <targetname>
- Entity's name
- Sky Bottom Color ([todo internal name (i)]) <bottomcolor>
- Sky horizon color

- Dusk Intensity ([todo internal name (i)]) <duskintensity>
- How powerful the dusk effect is.

- Stars Texture ([todo internal name (i)]) <starstexture>
- Default:
skybox/starfield
- Stars Scale ([todo internal name (i)]) <starsscale>
- Scale of overlay texture.
- Stars Speed ([todo internal name (i)]) <starsspeed>
- How fast the star texture should scroll across the sky.
- HDR Scale ([todo internal name (i)]) <hdrscale>
- When rendering your skybox in HDR mode, output will be scaled by this amount.
Input
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
.
- AddOutput <string >
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
Output
- OnUser1 to OnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.