Info lighting relative: Difference between revisions
Jump to navigation
Jump to search
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
(-cleanup) |
||
Line 1: | Line 1: | ||
{{obsolete|entity=1}} | {{obsolete|entity=1}} | ||
{{this is a|point entity|name=info_lighting_relative|sprite=info_lighting.png|before=Left 4 Dead}} 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 {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]]. | |||
{{this is a|point entity|name=info_lighting_relative|sprite=info_lighting.png}} 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 {{ent|d1_trainstation_01}}, where inside the train car [[Dr. Gordon Freeman|Gordon]] encounters [[G-Man]]. | |||
Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> 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. | Deprecated by <code>LightingOrigin</code> keyvalue and <code>SetLightingOrigin</code> 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. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Lighting Landmark|intn=LightingLandmark|target_destination|Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.}} | {{KV|Lighting Landmark|intn=LightingLandmark|target_destination|Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.}} | ||
==External Links== | ==External Links== | ||
*[https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK] | * [https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK] | ||
* [http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee] | |||
*[http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee] | * [http://gtamike.tsgk.com/relations.zip Example VMF ] | ||
*[http://gtamike.tsgk.com/relations.zip Example VMF ] | |||
[[File: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.]] | ||
[[File:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]] | [[File:Z2.jpg|thumb|left|Ghost lighting effect using info_lighting_relative.]] | ||
[[File: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 18:41, 25 June 2024

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.

info_lighting_relative
is a point entity available in all Source games before
Left 4 Dead. 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.
Keyvalues
- Lighting Landmark (LightingLandmark) <targetname>
- Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.