Env glow (GoldSrc): Difference between revisions
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(Created page with "{{tabs|env_glow|goldsrc = 1|source = 1|main = source}} {{This is a|name=env_glow|e0|engine=1}} The env_glow entity is much like the env_sprite in that it places a sprite with...") |
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
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{{tabs|env_glow|goldsrc = 1|source = 1|main = source}} | {{tabs|env_glow|goldsrc = 1|source = 1|main = source}} | ||
{{ | {{this is a|point entity|name=env_glow|engine=GoldSrc}} The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has. | ||
==Key Values== | ==Key Values== |
Revision as of 21:05, 17 May 2024
env_glow
is a point entity available in all GoldSrc games. The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Sprite Name (model) <sprite>
- This defines which sprite file will be displayed by the entity.
- Scale (scale) <integer>
- Sets the scale of the sprite, in the form of a size multiplier.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.