newxog_global

newxog_global
is a point available in Black Mesa. Xog (short for Xen Fog) is Screenspace Fog, very flexible new fog system that replaces Source's legacy fog. The new xog can be configured on the fly with instant results ingame, it can change over time with I/O, and it can vary in density and color based on height. Along with its tons of options, is that it became (sort of) the preferred way for level designers to do color corrections in the xen part of the game instead of the old color correction entity provided by Source Engine. Uses radial fog instead of deprecated planar/z fog. On top of 3 colors for blending, it support both 1D and cubemap gradient textures. The game also have console-based Xog Editor which can select and edit almost every property of any xog entity.


Represented by class
CNewXogGlobal
.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Enabled (Enabled) <choices>
- Enable/Disable this Entity.
Determines is this entity enabled or disabled on spawn.
- 0: Enabled
- 1: Disabled
- Xog Type (xogtype) <choices>
- Determines global xog type. Global - render xog in world space only. GlobalWithSky - render xog in world space and applies to skybox. SkyOnly - applies to 2D skybox only.
- 0:0: Global
- 1:1: GlobalWithSky
- 2:2: SkyOnly
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GlobalWithSky
or Global
with SkyOnly
(separately as well) in your level. Otherwise, game will crash on map launch with this engine error message.
- skyColor (skycolor) <color255>
- Xog color in 2D skybox.
|
- skyBlendFactor (skyblendfactor) <float>
- Xog intensity in skybox. This is a float value from 0.0 to 1.0.
|
- Color Mode (colormode) <choices>
- Determines color mode. With StaticColor it will use color from
colorBottom
andcolorTop
, doesn't affects color in skybox. With 1DGradTexture, color will depends on texture fromGrad Texture
, doesn't affects color in skybox.
- 0:0: StaticColor
- 1:1: 1DGradTexture
- 2:2: CubeGradTexture
|
- Grad Texture (texname) <string>
- Grad texture to use.
Grad texture uses .vtf file and not .vmt. Works only if Color Mode
value is 1DGradTexture
.
colorTop
will use texture itself to render, colorBottom
will use main color of chosen texture to render.
htZColStart
will set texture position. htZColEnd
will scale texture.
htZStart
will set main color start position, htZEnd
will scale main color.
With Global
and GlobalWithSky
xog type, it will be applied only in world space. With SkyOnly
, it will be applied in skybox. If you want to have it for world space and sky together - you can use 2 entities as workaround, first xog will use Global
type, second will use SkyOnly
type.



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- colorTop (colortop) <color255>
- Xog top color.
|
- colorBottom (colorbottom) <color255>
- Xog bottom color.

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- distStart (diststart) <float>
- distStart
Xog start draw distance.
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- distEnd (distend) <float>
- distEnd
Xog end draw distance.
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- distDensity (distdensity) <float>
- distDensity
Density of xog entity, only values from 0 to 1 works.
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- opacityOffsetTop (opacityoffsettop) <float>
- opacityOffsetTop
Offsets top color of xog.
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- opacityOffsetBottom (opacityoffsetbottom) <float>
- opacityOffsetBottom
Offsets bottom color of xog.
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- htZStart (htzstart) <float>
- htZStart
Height that xog starts rendering at.
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- htZEnd (htzend) <float>
- htZEnd
Height that xog stops rendering at.
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- htZColStart (htzcolstart) <float>
- htZColStart
Height that xog color starts rendering at. Results depend on htZColEnd
value.
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- htZColEnd (htzcolend) <float>
- htZColEnd
Height that xog color stops rendering at. Results depend on htZColStart
value.
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- noise1ScrollSpeed (noise1scrollspeed) <vector>
- Layer one, speed at which noise moves trough xog volume (X Y Z).
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- noise1Tiling (noise1tiling) <vector>
- Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
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- noise2ScrollSpeed (noise2scrollspeed) <vector>
- Layer two, speed at which noise moves trough xog volume (X Y Z).
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- noise2Tiling (noise2tiling) <vector>
- Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
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- noiseContrast (noisecontrast) <float>
- Contrast of xog.
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- noiseMultiplier (noisemultiplier) <float>
- Multiplier of xog.
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- RadiusX (radiusz) <float>
- RadiusX
- RadiusY (radiusy) <float>
- RadiusY
- RadiusZ (radiusz) <float>
- RadiusZ

xogscripts.cfg
. The same have env_cascade_volume.
skyColorTop (skycolortop) <color255>!FGD- Deprecated.
Xog top color in skybox. Can be found in .vmf files of some xen levels.
skyColorBottom (skycolorbottom) <color255>!FGD- Deprecated.
Xog bottom color in skybox. Can be found in .vmf files of some xen levels.
gtZColStart (gtzcolstart) <color255>!FGD- Deprecated.
gtZColStart. Can be found in .vmf files of some xen levels.
gtZColEnd (gtzcolend) <color255>!FGD- Deprecated.
gtZColEnd. Can be found in .vmf files of some xen levels.
Inputs
- TurnOn <void>
- Turn the xog on.
- TurnOff <void>
- Turn the xog off.
- Toggle <void>
- Toggle the xog current state.
Outputs
See also
- Xog Editor - the console-based xog editor.
- newxog_volume - xog volume brush entity with ellipsoid and box shapes support.
- newxog_settings - entity that can change xog settings.
- env_fog_controller
- fog_volume
- Fog tutorial
- Fog Basics
- Dust, Fog, & Smoke
- Color Correction
- color_correction (entity)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered and xog.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)