The properties of this entity apply to the whole map. Multiple instances of this entity within a map may cause errors.
Skybox Lighting enters the map through every toolsskybox-textured brush, representing direct sun/moonlight and diffuse skylight. Its basic properties are controlled by three entities used in combination (four in some games):
light_environmentdefines the direction, color and intensity of the direct sunlight, and the color and intensity of the diffuse skylight.
shadow_controldefines the color, direction, and attenuation distance of the dynamic shadows that are created by
light_environment. Dynamic shadows will be buggy and unconfigurable without this entity.
env_sunplaces a glowing sprite in the skybox to represent the Sun's apparent position in the sky.
env_cascade_lightcasts harsh, real-time shadows onto the map, usually copying settings from the
To make sense of it all, just make sure you have only one of each of these entities in your map, and that the Pitch and Yaw <angles> are set the same for all three of them. (Pitch is equivalent to the Sun's angle of elevation from the ground, and Yaw is its compass bearing.)
These lighting settings - direction, color, brightness, etc are fairly specific to the actual image used for the 2D skybox. The Sky List article suggests some settings for official game skyboxes. The
worldspawn entity defines which skybox to use. Also note that fog will look wrong if
env_fog_controller's settings don't correspond to the particular skybox in use.
env_sun, but not
shadow_control. The Pitch override also cannot be switched off and its rotation is measured counter-clockwise from the horizontal (so straight down is -90°) whereas the <angles> Pitch's rotation is clockwise (so straight down is +90°). The workaround for this is to make sure your Pitch override merely repeats the <angles> value; for example, if your
env_sun<angles> are "45 -60 0", set the Pitch override to "-45".
use with light_environment and env_sun
- Pitch Yaw Roll (Y Z X)
- 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.
- Tip: Pitch is the Sun's Angle of Elevation from the ground, and Yaw is its Compass Bearing.
- Shadow Color
- This is the color of the shadows.
- Maximum Distance
- This is the maximum distance the shadow is allowed to cast, in inches.
- Tip: Shortening this distance can be used to approximate the effects of Diffuse Lighting.
- All Shadows Disabled
- This feature is only available in Half Life 2. [confirm]
- 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. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- Set the shadow color.
- Set the shadow direction.
- Set the maximum shadow cast distance.
- Set the shadow direction.
- Set shadows disabled state.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- 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.
- This output fires when the entity is killed and removed from the game.