Env lightglow: Difference between revisions
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Note:This entity does not have Enable/Disable inputs. Using the
Note:This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile.
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ReverendV92 (talk | contribs) (Added note about edge-case behavior with saves & BSP changes.) |
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{{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.}} | {{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.}} | ||
{{note|This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile.}} | |||
{{code class|CLightGlow|lightglow.cpp}} | {{code class|CLightGlow|lightglow.cpp}} |
Revision as of 04:02, 8 January 2023
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.

Color
input with a parameter of 0 0 0 will hide it, as a workaround.
Flags
- 1: Visible only from front
Keyvalues
- 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 <color255 >
- Change the render color of the glow. A value of 0 0 0 will hide the sprite.