Env global light: Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env global light}}[[File:Env_global_light_stockasw.jpg|thumb|350px]]
{{langsp}} It casts a [[Wikipedia:Shadow mapping|shadow map]] that follows the player. Nearly identical to {{ent|sunlight_shadow_control}}.
{{this is a|point entity|game=Alien Swarm|game1=Mapbase|name=env_global_light}} It casts a [[Wikipedia:Shadow mapping|shadow map]] that follows the player. Nearly identical to {{ent|sunlight_shadow_control}}.


The main difference from an {{ent|env_projectedtexture}} is that this projects [[Wikipedia:Orthographic_projection|orthographically]] (like sunlight) instead of in a radial fashion (like a lightbulb).
The main difference from an {{ent|env_projectedtexture}} is that this projects [[Wikipedia:Orthographic_projection|orthographically]] (like sunlight) instead of in a radial fashion (like a lightbulb).

Revision as of 09:43, 3 June 2024

English (en)Translate (Translate)

It casts a shadow map that follows the player. Nearly identical to sunlight_shadow_control.

The main difference from an env_projectedtexture is that this projects orthographically (like sunlight) instead of in a radial fashion (like a lightbulb).

C++ In code, it is represented by theCGlobalLightclass, defined in theenv_global_light.cppfile.

Dedicated Console Variables

Cvar/Command Parameters or default value Descriptor Effect
cl_globallight_freeze 0 0 disables, 1 enables Freezes the env_global_light in place so that it won't follow the player.[confirm]
cl_globallight_xoffset -800 Hammer units Offset from the player that the light originates from, along the X axis.
cl_globallight_yoffset 1600 Hammer units Offset from the player that the light originates from, along the Y axis.

Keyvalues

Light Color (color) <color255>
RGBA color of the sunlight.
Color Transition Time (colortransitiontime) <float>
This is the number of seconds it takes to get from 0 to 255.[Clarify]
Distance (distance) <float>
Height above the player where the projection originates from.
FOV (fov) <float>
This is the field of view that the sunlight casts in. Use lower values to simulate a more distant sun and sharper shadows.
NearZ Distance (nearz) <float>
Distance from the player where the near Z plane is. Anything closer to the projection origin
North Offset (northoffset) <float>
"This offsets the from the player position where the sun is attached."[Clarify]
Texture Name (texturename) <material>
The light texture which this entity projects.
Enable Shadows (enableshadows) <boolean>
Enables shadows. If shadows are disabled, light may appear to go through objects. Disabling shadows may be ideal for lower-detail environments due to being less expensive.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Inputs

LightColor <color255RedirectInput/color32>
Set the light color.
SetAngles <stringRedirectInput/string>
Set the sun direction.
SetDistance <floatRedirectInput/float>
Set the distance of the sun.
SetFOV <floatRedirectInput/float>
Set the field of view the sun casts.
SetNearZDistance <floatRedirectInput/float>
Set the near z distance.
SetNorthOffset <floatRedirectInput/float>
Sets the north offset.
SetTexture <stringRedirectInput/string>
Set the texture cookie of the sunlight.
EnableShadows <booleanRedirectInput/boolean>
Set whether shadow maps are enabled

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs