godrays_settings

From Valve Developer Community
Revision as of 01:23, 31 December 2023 by MyGamepedia (talk | contribs) (Created page with "{{Toc-right}}{{This is a|name=godrays_settings|e0|game=Black Mesa}} This entity uses to dynamically change godrays settings for Black Mesa new light entities. For better under...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

godrays_settings is an e0 available in Black Mesa Black Mesa. This entity uses to dynamically change godrays settings for Black Mesa new light entities. For better understanding of this page - recommended at first familiarize yourself with new lights.

Warning.pngWarning:You maybe seen env_godrays_controller in Hammer or fgd. it looks like this entity performs similar functions, however this entity is obsolete and is not available in the game.
Black Mesa Level Creation

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by.
TargetGodRays_Name (TargetGodRays) <string>
Target Light Entity name with godrays (Dir or Point - SpotLight godrays aren't supported)
Icon-Bug.pngBug:Doesn't effects newLight_Dir.  [todo tested in ?]
TransitionTime (TransitionTime) <integer>
TransitionTime in secs ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor
LightType (LightType) <choices>
Type of light source for which you want to apply settings. Entity will not apply settings for newLight_Dir if selected Point Light and will not apply settings for point lights if selected Direction/Sun Light.
  • 0: Direction/Sun Light
  • 1: Spot Light
EnableGodRays (EnableGodRays) <integer>
EnableGodRays Enabled or Disabled

Determines if the light rays turns on or turns off. 1 - turns on, 0 - turns off.

Density (Density) <float>
Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values to start from: 0.5 to 1.5.
Examples


Weight (Weight) <float>
Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values to start from: 0.1 - 10.0.
Examples


Decay (Decay) <float>
Decay NOT being used.
Todo: Document what does it change.
Exposure (Exposure) <float>
Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.
Examples


DistFactor (DistFactor) <float>
DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples


DiskRadius (DiskRadius) <float>
Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
Examples


Note.pngNote:With 0 - will not render.
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Used only in Fancy Gaphics Mode. Disk inner circle radius = DiskRadius * DiskInnerSizePercent.
Examples


Note.pngNote:With 0 - will not render.
ColorInner (ColorInner) <color255>
This is the color of the inner circle.
Examples


Note.pngNote:Unlike lighting - brightness of inner depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
ColorOuter (ColorOuter) <color255>
Used only in Fancy Mode. This is the color of the outer circle.
Examples


Note.pngNote:Unlike lighting - brightness of outer depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
ColorRays (ColorRays) <color255>
This is the color of the rays.
Examples


Note.pngNote:Unlike lighting - brightness of rays depends on fourth number which can be written here. Max value is 255, higher doesn't draw.

Inputs

InputApplySettings <void>
InputApplySettings Trigger to apply settings


Outputs

See Also

Todo: Clean up english. Add more issues if you'll find.