env_sprite
(Redirected from Env glow (Source))
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This is a preserved entity in 

If the game has round restart mechanics this entity may not behave as expected.


If the game has round restart mechanics this entity may not behave as expected.
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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.



.spr
/.vmt
file extension, so it must be adjusted by hand. [todo tested in ?]
env_glow
. This might be useful use in case env_sprite being a preserved entity is undesirable. 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> [ Edit ]
- 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
Warning:If env_sprite given a name, it will start to respect the "Start On" spawnflag and be turned off by default if the flag is not set.
- Sprite Name (model) <material>
- The material to draw, including the file extension.
For backwards compatibility reasons, .spr file extensions are treated like .vmt. - Scale (scale) <float>
- Scale multiplier of the sprite.
Bug:Hammer's default sprite scale is
0.25
, but the engine's is1.0
. To synchronise the values, set this keyvalue to something. [todo tested in ?]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) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes Expand
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- 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.
- 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 Expand
- 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 Expand
- 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 Expand See also: cpu_level / gpu_level convars
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.
Use <void>!FGD- Deprecated.
Acts like ToggleSprite. (if used by ent_fire acts like HideSprite, if fired from the first loaded output in the given game session it acts like ShowSprite)