env_glow
(Redirected from Env glow)
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| CGlow |
env_glow is a point entity available in all
GoldSrc games. The env_glow entity is much like the env_sprite in that it places a sprite within the map. The only differences seem to be that the env_glow does not animate its sprite, it cannot be triggered, and that it lacks some of the options that the env_sprite has.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Colormap (colormap) <integer>
- Works like the deathmatch recolor system, wherein this KV equals
(bottomcolor * 256) + topcolor. This value can be calculated using
.
Tip:In
Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
- Scale (scale) <float>
- Scale multiplier of the sprite (SPR only).
- Sequence (sequence) <integer>
- Animation to play (MDL only).
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)