env_lightglow
Class hierarchy |
---|
CLightGlow |
lightglow.cpp
|
env_lightglow
is a point entity available in all Source games. It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc). It's main difference from env_sprite
is it's ability to appear in a configurable distance.
Note:This entity does not have Enable/Disable inputs. Using the
Color
input with a parameter of 0 0 0 will hide it, as a workaround.Note:This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile.
Contents
Flags
Visible only from front : [1]
Keyvalues
- Name
(targetname)
<string> - 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
- Color (R G B)
(rendercolor)
<color255> - Glow color.
- Vertical Size
(VerticalGlowSize)
<integer> - Vertical glow size in units.
- Horizontal Size
(HorizontalGlowSize)
<integer> - Horizontal glow size in units.
- Minimum Distance
(MinDist)
<integer> - The distance at which this effect will be fully translucent.
- Maximum Distance
(MaxDist)
<integer> - The distance at which this effect will be at full intensity.
- Outer Maximum Distance
(OuterMaxDist)
<integer> - If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
- Glow Proxy Geometry Size (0-64)
(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.
Inputs
Color
<color255>- Change the render color of the glow. A value of 0 0 0 will hide the sprite.