env_sprite
(Redirected from Env glow)
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CSprite |
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env_sprite
is a point entity available in all Source games. It creates a sprite in the world. Sprites always face the player.
![Icon-Important.png](/w/images/thumb/5/5c/Icon-Important.png/10px-Icon-Important.png)
![Day of Defeat: Source](/w/images/thumb/6/65/Dods_icon.png/16px-Dods_icon.png)
![Team Fortress 2](/w/images/thumb/8/84/Tf2-16px.png/16px-Tf2-16px.png)
- On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
![Source 2009](/w/images/thumb/f/f7/Src09-16px.png/32px-Src09-16px.png)
.spr
/.vmt
file extension, so it must be adjusted by hand. [todo tested in ?]![AltNames.png](/w/images/thumb/9/92/AltNames.png/10px-AltNames.png)
env_glow
. Flags
Start on : [1]
Play Once : [2]
- Used for animated sprites; texture will animate once, then the sprite will turn off.
Keyvalues
- Name (targetname) <string>
- 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
- Sprite Name (model) <string>
- The material to draw.
- Scale (scale) <float>
- Scale multiplier of the sprite.
Note:Hammer's default sprite scale
0.25
, but the engine's is1.0
. To synchronise the values, set this keyvalue to something.Warning:The precision of this value is limited in multiplayer. The maximum scale is 64 and the value will be rounded to an upper power of 2 (64, 32, 16, 8, 4, 2, 1, 0.5, 0.25, 0.125...).
Garry's Mod fixes this and uses full precision. This may lead to desynced scaling, for example, if a map made for another game uses a value of 40, it will get rounded up to 64 in that game but will remain at 40 in
.
- Framerate (framerate) <string>
- Rate at which the sprite should animate, if at all.
-
Workaround:Add an AnimatedTexture material proxy. The proxy's framerate will take precedence over this keyvalue.
- Starting Frame (frame) <float> !FGD
- If the sprite is animated, the frame it should start animating on.
Bug:If the provided material uses the
AnimatedTexture
material proxy, setting this will not work.[confirm] [todo tested in ?]- Size of Glow Proxy Geometry (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.
RenderFields:
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects
- Render Amount / Transparency (renderamt) <integer 0–255>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving shadows on itself.
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL equivalent to DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
Inputs
- SetScale <float>
- Sets Scale.
- HideSprite
- Makes the sprite invisible.
- ShowSprite
- Makes sprite visible.
- ToggleSprite
- Make sprite invisible or visible depending on the current state.
- ColorRedValue <float>
- Change the intensity of the red channel (0-255).
- ColorGreenValue <float>
- Change the intensity of the green channel (0-255).
- ColorBlueValue <float>
- Change the intensity of the blue channel (0-255).
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255>
- Sets an RGB color for the entity.