env_lensflare

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Lensflare.png

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

Example from bm_c4a2b.

Black Mesa Represented by class CLensflare.

Black Mesa Level Creation

Keyvalues

Name (targetname) <string>
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

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.pngNote:Only for sun flares.
File (FlareFile) <string>
Optional - file defining the lens flare. Note: Hammer's parameters overwrite the file's parameters.
Todo: Document what kind of file and what type.
Distance attenuation (FlareAttenuation) <float>
Distance where lensflare will be invisible. 0.0 if not attenuation with distance
Flare Type (FlareType) <choices>
Normal: normal lens flare (Pitch,Yaw,Roll not used) ------ Sun Flare: set the same Pitch,Yaw,Roll that the one from the sun light_env. That will define the position of the sun. the actual position of this entity is not used.
  • 0: Normal
  • 1: Sun Flare
Examples


Warning.pngWarning:Never place more then 4 lens flares with sun flare type, otherwise game will crash on map launch with this message.
If you'll try to place more then 4.
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 !FGD 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>
image of the lens - if empty the flare doesn't exist
Flare 01 parameters (Flare01_params) to Flare 20 parameters (Flare20_params) <string>
parameters - example : DISK 1.0 10 10

See below for more details.

Flare 01 intensity (Flare01_intensity) to Flare 20 intensity (Flare20_intensity) <vector>
intensity of the flare - example : 1.0 1.0 1.0

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.
Examples


Flare 01 sizes (Flare01_sizes) to Flare 20 sizes (Flare20_sizes) <vector>
intensity of the flare - example : 1.0 1.0 1.0

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:Never work with BOW function.
Examples


Flare 01 color (Flare01_color) to Flare 20 color (Flare20_color) <color255>
color factor of the texture - example : 255 255 255

Inputs

ColorRedValue
Sets the red color channel's value (0 - 255).
Note.pngNote:Unlike env_sprite it does nothing.
ColorGreenValue
Sets the green color channel's value (0 - 255).
Note.pngNote:Unlike env_sprite it does nothing.
ColorBlueValue
Sets the blue color channel's value (0 - 255).
Note.pngNote:Unlike env_sprite it does nothing.
SetScale
Set the lensflare's scale (0 - 8.0).
Warning.pngWarning:This input only in FGD and doesn't exists in the game.
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.

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.

Texture

The texture property sets the material used by the flare. It is 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.

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

A screen space flare that gets stronger when the player looks directly at the env_lensflare, and weaker as the player looks away. It takes three parameters.

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

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

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

Examples


BOW

An effect that uses an image and distorts it between center of screen and env_lensflare center. It takes one parameter. Doesn't work with negative numbers.

The first number - change a picture scale.

Examples


CLA

This effect looks like copy of DISK. It use same parameters.

Examples


DISKH

An effect that uses an image and moves it along the X axis. It takes four parameter.

The first number - 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 attached to screen center. Negative number will mirror effect that do positive number.

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

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

The fourth number - change position of a image along the axis Y. If positive number - be higher, if negative number - be lower.

Examples


RAY

An effect that uses an image and scale it. It takes two parameter. Doesn't work with negative numbers.

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

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

Examples


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 your lens flare will looks like.

Bugs/Limitations

Hard edges on Vulkan

Necro Patch added official support for Vulkan. This issue was found in public beta versions of this update, but the developers ultimately did not fix it.


Lens flares render behind viewmodel

Not a bug, but this is not what you expect from real life. You can block lens flare with your first person weapon model and it will not fade out. Fixed in Half-Life 2: Inhuman.


Sun flare incorrect work with point_viewcontrol

Sun flare change position in sky when player move, this affects to what show point_viewcontrol when it's enabled. If you want to see in your background level sun flare - place player on needed position. If your point_viewcontrol moves - attach player to it.


User can disable lens flares and see defect

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.


Doesn't work with 3D Skybox

Don't use env_lensflare in your 3D skyboxes, 3D skybox will not show flares.


Sun flare render through 3D Skybox objects

Unlike env_sun, sun flare renders through any object pasted in 3D Skybox environment. Keep in mind this before you will create 3D Skybox.


Incorrect work with -tools

If you don't use Full Screen - lens flares will be displayed offset from where they initially should be.

See also

Todo: May better describe functions. Clean up english. Add more issues if you'll find.