Env sun

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Template:Base point It places a glowing sun effect skybox where it does not parallax, giving the impression that it is nearly infinitely far away. The entity does not contribute any actual lighting; it is merely a visual representation of the Sun. Use light_environment to provide actual sunlight for your map.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

When the sun is looked at directly, it will transition to the properties of an "overlay".

C++ In code, it is represented by theCSunclass, defined in thesun.cppfile.

Keyvalues

UseAngles (use_angles) ([todo internal name (i)]) <boolean>
The old way to orient env_sun is to use Viewer entity'. The new way is by Pitch Yaw Roll. If you want to use the new way, set this property to YES.
Viewer entity (target) ([todo internal name (i)]) <targetname>
Name of an entity (probably sky_camera) used to determine where the sun is in the skybox. The resulting sun sprite will be positioned based on a line starting from the Viewer entity towards the env_sun.
Pitch (pitch) ([todo internal name (i)]) <float>
This value sets the pitch position of the sun. It overrides the Pitch in Pitch Yaw Roll, even if left at 0, so it needs to be specified. This Pitch is reverse of the normal, so 90 is straight up, while -90 is straight down.
Yaw (angle) ([todo internal name (i)]) <float> !FGD
Override for Yaw in Pitch Yaw Roll, similar to Pitch.
Sun Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Color of the sun. The effect is additive with the sky: a pure yellow sun with a bright blue sky will appear white in-game; change the color to account for this.
Overlay Color (R G B) (overlaycolor) ([todo internal name (i)]) <color255>
Color of the sun overlay.
Size (size) ([todo internal name (i)]) <integer>
Size of the sun.
Overlay Size (overlaysize) ([todo internal name (i)]) <integer>
A value of -1 means the overlay will act the old way.
Material Name (material) ([todo internal name (i)]) <sprite>
Material of the inner glow.
Overlay Material Name (overlaymaterial) ([todo internal name (i)]) <sprite>
Material of the overlay glow.
HDR color scale (HDRColorScale) ([todo internal name (i)]) <float>
Color multiplier when in HDR mode.
Glow Distance Scale (glowDistanceScale) ([todo internal name (i)]) <float> (in all games since Counter-Strike: Global Offensive)
Scales the distance used to test for sun glow occlusion. If the player can see any part of the skybox within this range, the overlay will render.


Inputs

TurnOn
Enable sun rendering.
TurnOff
Disable sun rendering.
SetColor <color255RedirectInput/color32>
Sets Sun Color.


Outputs