$illumposition: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
Trigger hurt (talk | contribs) m (Making use of the "this is a" template for the first line here.) |
||
Line 1: | Line 1: | ||
{{ | {{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin. By default the <code>$illumposition</code> is the center of the model geometry, as computed by [[StudioMDL_(Source)|the model compiler]]. | ||
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources. All the other lights, as well as bounced light from the environment, go into a simple single cubemap. This is the position the model uses for that cubemap. | When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources. All the other lights, as well as bounced light from the environment, go into a simple single cubemap. This is the position the model uses for that cubemap. | ||
Line 9: | Line 7: | ||
== Syntax == | == Syntax == | ||
$illumposition (x) (y) (z) [bone name] | $illumposition (x) (y) (z) [optional bone name] | ||
== | == Examples == | ||
$illumposition 0.000 0.048 -0.115 | $illumposition 0.000 0.048 -0.115 | ||
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis | |||
== See also == | |||
* [[prop_static]] | |||
__NOTOC__ | __NOTOC__ | ||
[[Category:QC Commands|illumposition]] | [[Category:QC Commands|illumposition]] |
Revision as of 16:46, 14 July 2024
$illumposition
is a QC command available in all Source games. It sets the lighting origin for the model, relative to its origin. By default the
$illumposition
is the center of the model geometry, as computed by the model compiler.
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources. All the other lights, as well as bounced light from the environment, go into a simple single cubemap. This is the position the model uses for that cubemap.
You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.
Syntax
$illumposition (x) (y) (z) [optional bone name]
Examples
$illumposition 0.000 0.048 -0.115
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis