env_lensflare

From Valve Developer Community
Jump to navigation Jump to search
Class hierarchy
CLensflare
CBaseEntity
Lensflare.png

env_lensflare is a point entity available in Black Mesa Black Mesa. It creates a cinematic dynamic Wikipedia icon lens flare that can be used to represent bright light sources. It has very flexible customization.

Example from bm_c4a2b.



Icon-Bug.pngBug:
  • Doesn't work with level transition if it is attached to an object. It will not transmit between levels.
  • Sun flare renders through 3D Skybox objects. This happens because gbuffer doesn't include 3D Skybox in the render pass.
Example
  • Can't be displayed in 3D Skybox if placed in 3D Skybox.
  • Doesn't render properly in -tools windowed mode.
Example
Icon-Important.pngImportant:In graphics settings user can turn off all flares, keep in mind this to escape situations like in the picture. Add sprites or corresponding skins, paint sun on your skybox if don't plan to use newLight_Dir.
Example
Note.pngNote:Displayed behind viewmodel, unlike Half-Life 2: Inhuman implementation.
Example

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

File (FlareFile) <string> Obsolete
Deprecated.
Only in FGD, doesn't present in the code.
Distance attenuation (FlareAttenuation) <float>
Distance where lens flare will be invisible. 0.0 if not attenuation with distance.
Flare Type (FlareType) <choices>
  • 0: Normal - use origin position and display normally.
  • 1: Sun Flare - display in the skybox and use angle values for position in the skybox, similar to env_sun or newLight_Dir.
Examples
Warning.pngWarning:Never place more then 4 lens flares with sun flare type, otherwise game will crash on map launch with this message.
The message.
Appearance (FlareStyle) <choices>
Lightstyle presets (epilepsy warning)
Literal Value Description Sequence Preview
0 Normal m Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
Size of Glow Proxy Geometry. (GlowProxySize) <float>
Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
Note.pngNote:Richard's note : I noticed that value more than ~100 wont work correctly.
Flare 01 texture (Flare01_texture) to Flare 20 texture (Flare20_texture) <string>
Texture to use for the lens flare. If not specified - the lens flare will not exists. A path to a VMT file relative to the materials folder, without the file extension. Common flare materials are located in the effects/lensflare/ folder. Any material can be used as a lens flare, but flare materials should preferably use UnlitGeneric and be $additive.
Flare 01 parameters (Flare01_params) to Flare 20 parameters (Flare20_params) <string>
Sets function and values for it, this will define the lens flare behavior. See below for more details.
Flare 01 intensity (Flare01_intensity) to Flare 20 intensity (Flare20_intensity) <vector>
Sets scale of intensity in three independent numbers, used number depends on the player's camera deviation.
First number sets when player look at entity center.
Second number sets when player camera have slight deviation.
Third number sets when player look far away from entity center.

Example in a short video with 3 different values.

Flare 01 sizes (Flare01_sizes) to Flare 20 sizes (Flare20_sizes) <vector>
Sets scale of size in three independent numbers, used number depends on the player's camera deviation.
First number sets when player look at entity center.
Second number sets when player camera have slight deviation.
Third number sets when player look far away from entity center.
Note.pngNote:Doesn't work with BOW function (see below).

Example in a short video with 3 different values.

Flare 01 color (Flare01_color) to Flare 20 color (Flare20_color) <color255>
The RGB color value of the flare.

Inputs

HideLensFlare
Hide the lensflare. Won't be drawn until the 'ShowLensFlare' input is received.
ShowLensFlare
Show the lensflare.
ToggleLensFlare
Toggle the lensflare between hidden and shown.
ColorRedValue  Obsolete
Deprecated.
This is a leftover from env_sprite entity code.
ColorGreenValue  Obsolete
Deprecated.
This is a leftover from env_sprite entity code.
ColorBlueValue  Obsolete
Deprecated.
This is a leftover from env_sprite entity code.
SetScale  Obsolete
Deprecated.
Set the lensflare's scale (0 - 8.0). Only in FGD, doesn't exists in the game.

Flags

Start on : [1]
Play once : [2]

Lens Flare Properties

An individual env_lensflare can support up to 20 flares. Each flare have different properties that can be customized.

Parameters

The parameters property controls the appearance of the flare. Parameters take the following form: TYPE parameters

The following lens flare types can be used:

DISK

This effect moves away lens from entities center. Takes 3 numbers.

The first number - defines how strong the image will move away from the screen center. With 1 it will be attached to the screen center. With 0 it will stay at env_lensflare center. Negative number will mirror effect that do positive number.

The second number - distorts the image along the axis Y. Doesn't work with negative numbers.

The third number - distorts the image along the axis X. Doesn't work with negative numbers.

Example with different values.

Note.pngNote:This effect is also represented by CLA name.

BOW

This effect distorts lens between player's screen center and entities origin. Takes only one number. Doesn't work with negative numbers.

The number changes the picture scale.

Example with different values.

DISKH

This effect moves lens along the X axis. Takes 4 numbers.

The first number - defines how strong the image will move away from screen center along the axis X. If number is 0 - it will stand at env_lensflare center. With 1 it will be attached to the screen center. Negative number will mirror effect that do positive number.

The second number - distorts the image along the axis X. Doesn't work with negative numbers.

The third number - distorts the image along the axis Y. Doesn't work with negative numbers.

The fourth number - changes position of the image along the axis Y. Makes higher with positive number and lower with negative numbers.

Example with different values.

RAY

This effect makes static lens and scales it. Takes 2 numbers. Doesn't work with negative numbers.

The first number - distorts the image along the axis Y.

The second number - distorts the image along the axis X and Z.

Example with different values.

Lens flare creation tips

There is no preview in Hammer for lens flares, there is also no UI editor for lens flares. The developers recommend to use their lens flares, or use their lens flares as base for your own. You can create your own lens flares from scratch by following these steps:

  • 1. Open the developer console.
  • 2. Enter in the console sv_cheats 1.
  • 3. Enter in the console ent_fire YourLensFlareName addoutput "FlareNUMBER_params ParameterName VALUES".
  • 4. Save and load the save.

After load save you will see changes, so, with this you don't need to recompile your level to see how the lens flare will look.

See also