Difference between revisions of "Env cascade light"
(Added that P2CE also has this entity.)
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in Counter-Strike: Global Offensive
Latest revision as of 05:46, 30 January 2021
It casts an extremely accurate shadow map via the
tools/skybox texture, acting as a real-time variation of
light_environment. This form of lighting is known as Cascaded Shadow Maps, or CSM, which works by rendering very detailed shadow maps which becomes a lower and lower resolution depending on the distance the viewer is from the surface, similar to mipmaps. Some games automatically add this entity to the map, but it can be placed manually as well.
light_environmentin your map as well to create lightmap based lighting, which is not done by this entity.
- Light Color (color)
- This is the color of the sunlight. For CSGO, the color is automatically copied from the light_environment.
- Max shadow distance (maxshadowdistance)
- Maximum dynamic shadow distance. Higher values are slower, default on PC is 400 units.
- Use light_environment's angles (uselightenvangles)
- If true, the CSM shadow angles are automatically taken from a
light_environment's angles. If false, this entity's Pitch Yaw Roll is used.
- LightRadius1 to LightRadius3
- Used for controlling shadow softness in cascades 1, 2, and 3.
- Depthbias1 to Depthbias3
- DepthBias for cascades 1, 2, and 3.
- Slopescaledepthbias1 to Slopescaledepthbias3
- Slope DepthBias for cascades 1, 2, and 3.
- DepthBias for viewmodel cascade.
- DepthBias for viewmodel cascade.
- CSM_Volume_Mode (CSMVolumeMode)
- Use Manual mode for better quality and performance. In near future Auto mode will be removed from the game.
- 0: Auto: Static cache will update once every 10 frames (approx) covering max shadow distance or whole map around player.
- 1: Manual : Static cache area coverage and updates are managed via CSM Volumes' I/O.
- Start Disabled
- Stay dormant until activated (with the
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Disable for Xbox 360
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Sets the direction shadows cast in.
- Changes color of the sunlight.
- Deprecated. Boosts the color of the sunlight. Non-functional, only resets the Light Color.
- Set CSM Volume via trigger volume.
- Set CSM Volume to scene bounds.
- Set CSM Volume to CSM Volume Entity.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.