Info lighting relative: Difference between revisions
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{{obsolete|entity=1}} | {{obsolete|entity=1}} | ||
{{Ent not in fgd|any|except={{portal}}}} | |||
{{CD|CInfoLightingRelative|file1=1}} | {{CD|CInfoLightingRelative|file1=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|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]]. |
Revision as of 11:25, 4 May 2025

This entity is obsolete.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

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CInfoLightingRelative |
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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.