$illumposition: Difference between revisions
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Confirm:If a bone is specified, is the illumposition still a static point on the model, or does it move with the bone in-game?
Note:$illumposition can be overridden per-entity on most entities (including prop_static) by using the
Risk of Confusion:The default illumposition is not the origin of the model, but rather the center of the actual model geometry, based upon the first sequence.
Note:While illumposition is not used for actual lighting on per-vertex lit and lightmaped static props, it is still used for dictating which env_cubemap to use.
SirYodaJedi (talk | contribs) (Common misconception (since that's how GoldSrc and IdTech work), so marking as risk of confusion) |
SirYodaJedi (talk | contribs) No edit summary |
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{{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 [[prop_static]]) by using the {{code|lightingorigin}} [[KV]].}} | ||
{{confusion|The default illumposition is ''not'' the origin of the model, but rather the center of the actual model, based upon the first [[$sequence|sequence]].}} | {{confusion|The default illumposition is ''not'' the origin of the model, but rather the center of the actual model geometry, based upon the first [[$sequence|sequence]].}} | ||
{{note|While illumposition is not used for actual lighting on [[VHV|per-vertex lit]] and [[PPL|lightmaped]] static props, it is still used for dictating which {{ent|env_cubemap}} to use.}} | {{note|While illumposition is not used for actual lighting on [[VHV|per-vertex lit]] and [[PPL|lightmaped]] static props, it is still used for dictating which {{ent|env_cubemap}} to use.}} | ||
Latest revision as of 11:15, 21 November 2025
$illumposition is a QC command available in all
Source games. It sets the lighting (and cubemap) origin for the model, relative to its origin.
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources, via the worldlights lump. All the other lights, as well as bounced light from the environment, are taken from a single 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.
lightingorigin KV.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