godrays_settings

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godrays_settings is a point entity available in Black Mesa Black Mesa. This entity uses to dynamically change godrays settings for Black Mesa new light entities. For better understanding of this page - recommended at first familiarize yourself with new lights.

Black Mesa Level Creation

Keyvalues

Name (targetname) <targetname>
The name that other entities refer to this entity by.
TargetGodRays_Name (TargetGodRays) <string>
Target Light Entity name with godrays (Dir or Point - SpotLight godrays aren't supported)
Icon-Bug.pngBug:Doesn't effects newLight_Dir.
TransitionTime (TransitionTime) <integer>
TransitionTime in secs ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor
LightType (LightType) <choices>
Type of light source for which you want to apply settings. Entity will not apply settings for newLight_Dir if selected Point Light and will not apply settings for point lights if selected Direction/Sun Light.
  • 0: Direction/Sun Light
  • 1: Spot Light
EnableGodRays (EnableGodRays) <integer>
EnableGodRays Enabled or Disabled

Determines if the light rays turns on or turns off. 1 - turns on, 0 - turns off.

Density (Density) <float>
Density Controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values to start from: 0.5 to 1.5.
Examples


Weight (Weight) <float>
Weight Controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values to start from: 0.1 - 10.0.
Examples


Decay (Decay) <float>
Decay NOT being used.
Blank image.pngTodo: Document what does it change.
Exposure (Exposure) <float>
Exposure Controls the intensity of Rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0 - 10.0.
Examples


DistFactor (DistFactor) <float>
DistFactor Controls the falloff of rays / length. 1.0f is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples


DiskRadius (DiskRadius) <float>
Radius of Disk/circle of sun in texturespace. 1.0 will be full screen 0.5 is half screen etc.
Examples


Note.pngNote:With 0 - will not render.
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Used only in Fancy Gaphics Mode. Disk inner circle radius = DiskRadius * DiskInnerSizePercent.
Examples


Note.pngNote:With 0 - will not render.
ColorInner (ColorInner) <color255>
This is the color of the inner circle.
Examples


Note.pngNote:Unlike lighting - brightness of inner depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
ColorOuter (ColorOuter) <color255>
Used only in Fancy Mode. This is the color of the outer circle.
Examples


Note.pngNote:Unlike lighting - brightness of outer depends on fourth number which can be written here. Max value is 255, higher doesn't draw.
ColorRays (ColorRays) <color255>
This is the color of the rays.
Examples


Note.pngNote:Unlike lighting - brightness of rays depends on fourth number which can be written here. Max value is 255, higher doesn't draw.

Inputs

InputApplySettings <void>
InputApplySettings Trigger to apply settings

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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See also

Blank image.pngTodo: Clean up english. Add more issues if you'll find.