Difference between revisions of "Env lightglow"

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(Keyvalues)
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[[File:env_lightglow.jpg|thumb|260px|right|env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel]]
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{{lang|Env lightglow}}
[[File:Env lightglow image 1.jpg|thumb|260px|right|4 Env_lightglow used on all sides of a rotating Health Model looks impressive in motion.]]
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[[File:env_lightglow.jpg|thumb|300px|right|<code>env_lightglow</code> used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel.]]
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{{base point|env_lightglow}} It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc). It's main difference from {{ent|env_sprite}} is it's ability to appear in a configurable distance.
  
{{base point|env_lightglow}}
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{{note|This entity does not have Enable/Disable inputs. Using the <code>Color</code> input with a parameter of 0 0 0 will hide it, as a workaround.}}
==Entity description==
 
It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc).
 
{{tip|For symmetrical glows, you can also use an [[env_sprite]] entity using a glow sprite.}}
 
:{{note| Here's an example on how to turn off this effect using a Trigger.}}
 
<pre>
 
OnTrigger
 
Input: Color  
 
parameter: 1 1 1
 
Delay: 0.01
 
</pre>
 
  
== Keyvalues ==
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{{code class|CLightGlow|lightglow.cpp}}
{{KV|Color (R G B)|color255|Glow color.}}
 
{{KV|Vertical Size|integer|Vertical glow size in units.}}
 
{{KV|Horizontal Size|integer|Horizontal glow size in units.}}
 
{{KV|Minimum Distance|integer|The distance at which this effect will be fully translucent.}}
 
{{KV|Maximum Distance|integer|The distance at which this effect will be at full intensity.}}
 
{{KV|Outer Maximum Distance|integer|If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.}}
 
{{KV|Glow Proxy Geometry Size (0-64)|float|Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.}}
 
{{KV|HDR color scale.|float|float value to multiply sprite color by when running in HDR mode.}}
 
{{KV Parentname}}
 
{{KV Targetname}}
 
{{KV Angles}}
 
  
== Flags ==
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==Flags==
* 1 : Visible only from front
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*1: Visible only from front
  
== Inputs ==
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==Keyvalues==
{{IO|Color|Change the render color of the glow.<br/> Format: <code><Red 0-255> <Green 0-255> <Blue 0-255></code>|param=color255}}
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{{KV|Color (R G B) (rendercolor)|color255|Glow color.}}
{{I Parentname}}
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{{KV|Vertical Size (VerticalGlowSize)|integer|Vertical glow size in units.}}
{{I Targetname}}
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{{KV|Horizontal Size (HorizontalGlowSize)|integer|Horizontal glow size in units.}}
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{{KV|Minimum Distance (MinDist)|integer|The distance at which this effect will be fully translucent.}}
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{{KV|Maximum Distance (MaxDist)|integer|The distance at which this effect will be at full intensity.}}
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{{KV|Outer Maximum Distance (OuterMaxDist)|integer|If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.}}
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{{KV|Glow Proxy Geometry Size (0-64) (GlowProxySize)|float|Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.}}
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{{KV|HDR color scale (HDRColorScale)|float|Color multiplier for players using HDR.}}
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{{KV BaseEntity|css=1}}
  
== Outputs ==
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==Inputs==
{{O Targetname}}
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{{IO|Color|param=color255|Change the render color of the glow. A value of 0 0 0 will hide the sprite.}}
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{{I BaseEntity}}
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==Outputs==
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{{O BaseEntity|l4d=1}}
  
 
[[Category:Special effects]]
 
[[Category:Special effects]]
 
[[Category:Lighting]]
 
[[Category:Lighting]]

Latest revision as of 05:20, 29 September 2018

 English 简体中文 
env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel.

env_lightglow is a point entity available in all Source games. It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc). It's main difference from env_sprite is it's ability to appear in a configurable distance.

Note.png Note: This entity does not have Enable/Disable inputs. Using the Color input with a parameter of 0 0 0 will hide it, as a workaround.

In code, it is represented by theCLightGlowclass, defined in thelightglow.cppfile.

Flags

  • 1: Visible only from front

Keyvalues

Color (R G B) (rendercolor) <color255>
Glow color.
Vertical Size (VerticalGlowSize) <integer>
Vertical glow size in units.
Horizontal Size (HorizontalGlowSize) <integer>
Horizontal glow size in units.
Minimum Distance (MinDist) <integer>
The distance at which this effect will be fully translucent.
Maximum Distance (MaxDist) <integer>
The distance at which this effect will be at full intensity.
Outer Maximum Distance (OuterMaxDist) <integer>
If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
Glow Proxy Geometry Size (0-64) (GlowProxySize) <float>
Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
HDR color scale (HDRColorScale) <float>
Color multiplier for players using HDR.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
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.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
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 (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
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 (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


Inputs

Color <color255>
Change the render color of the glow. A value of 0 0 0 will hide the sprite.

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
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.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
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.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
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.png Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png 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.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
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.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.


Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.