This article's documentation is for anything that uses the Source engine. Click here for more information.

Info lighting relative: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (→‎External Links: Unicodifying, replaced: [[Image: → [[File: (3))
Line 25: Line 25:




[[Image:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative.]]
[[File:Z1.jpg|thumb|left|Red and Green tree lighting effect using info_lighting_relative.]]
[[Image:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
[[File:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
[[Image:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]
[[File:Z3.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]]

Revision as of 10:12, 8 January 2024

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Info lighting.png

info_lighting_relative is an e0 available in all Source Source games. 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.

gmod sprite

Keyvalues

Lighting Landmark (LightingLandmark) <targetname>
Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.


Inputs

Outputs

External Links


Red and Green tree lighting effect using info_lighting_relative.
Ghost lighting effect using info_lighting_relative.
Ghost lighting effect using info_lighting_relative.