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{{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin.
{{this is a|QC command|name=$illumposition}} It sets the lighting origin for the model, relative to its origin.


When illuminating an [[CBaseAnimating|animated or moving model]] in the engine, the lighting calculations are only done for the two brightest light sources, via the [[BSP (Source)#Worldlights|worldlights lump]].  All the other lights, as well as bounced light from the environment, are taken from a single [[ambient cube]].
When illuminating an {{L|CBaseAnimating|animated or moving model}} in the engine, the lighting calculations are only done for the two brightest light sources, via the {{L|BSP (Source)#Worldlights|worldlights lump}}.  All the other lights, as well as bounced light from the environment, are taken from a single {{L|ambient cube}}.


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.
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.


{{note|$illumposition can be overridden per-entity on most entities (including [[prop_static]]) by using the {{code|lightingorigin}} [[KV]].}}
{{note|$illumposition can be overridden per-entity on most entities (including {{L|prop_static}}) by using the {{code|lightingorigin}} {{L|KV}}.}}
{{important|The default illumposition is ''not'' the origin of the model, but rather the center of the model, based upon the first [[$sequence|sequence]].}}
{{important|The default illumposition is ''not'' the origin of the model, but rather the center of the model, based upon the first {{L|$sequence|sequence}}.}}


== Syntax ==
== Syntax ==
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== See also ==
== See also ==
* [[prop_static]]
* {{L|prop_static}}


__NOTOC__
__NOTOC__


[[Category:QC Commands|illumposition]]
{{ACategory|QC Commands|illumposition}}

Revision as of 19:04, 18 April 2025

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$illumposition是一个QC 命令(en),可在所有的 起源 起源 游戏中使用。 It sets the lighting origin for the model, relative to its origin.

When illuminating an animated or moving model(en) in the engine, the lighting calculations are only done for the two brightest light sources, via the worldlights lump(en). All the other lights, as well as bounced light from the environment, are taken from a single ambient cube(en).

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.

Note.png注意:$illumposition can be overridden per-entity on most entities (including prop_static(en)) by using the lightingorigin KV(en).
Icon-Important.png重要:The default illumposition is not the origin of the model, but rather the center of the model, based upon the first sequence(en).

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

See also