Env godrays controller
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by newLight_Dir.
It has since been replaced by newLight_Dir.
env_godrays_controller
is a point entity available in Black Mesa since Crossfire Update (22 december 2015 year) and removed in 24 november 2017 year update. This entity controls Crepuscular Rays, the first version of godrays effect before the november update. The november update brought local point and sun new lights (also with new spot light which don't support godrays), this made env_godrays_controller with crepuscular rays useless, this is why it was removed. However, it is still not removed from the FGD file, you also still can choose the crossfire update in beta branches list.
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Density
(Density)
<float> - Light density.
- Decay
(Decay)
<float> - Luminance fall off per sample.
- Weight
(Weight)
<float> - Weight of each sample
- Exposure
(Exposure)
<float> - Exposure
- DensityUW
(DensityUW)
<float> - Light density. UnderWater
- DecayUW
(DecayUW)
<float> - Luminance fall off per sample. UnderWater
- WeightUW
(WeightUW)
<float> - Weight of each sample. UnderWater
- ExposureUW
(ExposureUW)
<float> - Exposure UnderWater
Inputs
SetEnable
<void>- Enable God Rays
SetDisable
<void>- Disable God Rays
SetDensity
<float>- Light density.
SetWeight
<float>- Weight of each sample
SetDecay
<float>- Luminance fall off per sample.
SetExposure
<float>- Exposure
SetEnableUW
<void>- Enable God Rays UnderWater
SetDisableUW
<void>- Disable God Rays UnderWater
SetDensityUW
<float>- Light density UnderWater
SetWeightUW
<float>- Weight of each sample UnderWater
SetDecayUW
<float>- Luminance fall off per sample UnderWater
SetExposureUW
<float>- Exposure UnderWater
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
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 thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
newLight_Dir
godrays_settings
newLight_Point
NewLights_settings
newLight_Spot
env_cascade_light
light_environment
- New Specular
- newxog_volume
- Advanced Lighting
- Effect flags (dynamic light effects)
External links
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered, include Godrays.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xenengine)
Todo: Fix some stuff. May better describe functions. Investigate and document some keyvalues and functions. Clean up english. Add more issues if you'll find.