Info lighting relative

From Valve Developer Community
Revision as of 06:12, 16 April 2006 by Andreasen (talk | contribs) (→‎Keyvalues: Reformat)
Jump to navigation Jump to search

Template:Wrongtitle

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceHalf-Life 2Half-Life 2: DeathmatchDay of Defeat: SourceHalf-Life 2: Episode OneHalf-Life 2: Episode TwoTeam Fortress 2 FGD by default.
See below for instructions on making it available.
Todo: Add the code.

Entity Description

Obsolete.png

This entity is not present in the FGD, but is in the code. Despite its obsolete icon, this entity is used in the very beginning of HL2 (in the d1_trainstation_01 map) inside the train car Gordon arrives in (where the zoom occurs, before he is teleported to the second, moving, train car).

The function and use of this entity is so far unknown, but a good guess would be that this entity applies static lighting to dynamic objects, improving performance (as this lighting might not count as dynamic lighting despite being inside a moving entity) and/or to avoid lighting fluctuations caused by movement. The info_lighting_relative is placed inside a static environment, and linked via the LightingLandmark keyvalue to an info_target entity inside an (preferably identical) moving environment where the lighting will be applied.

Another guess would be that it simply uses the lighting from one place, and applies it to another.

Keyvalues

In HL2 this keyvalue contains the name of an info_target entity in the second train car - a duplicate version of the boxcar the info_lighting_relative is in, seemingly at the exact same place inside it.