godrays_settings

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godrays_settings is a point entity 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.

Tip.pngTip:You can change values dynamically via AddOutput input.
Black Mesa Level Creation

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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

See also

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