Newxog volume/en
Contents
- 1 Keyvalues
- 2 Flags
- 3 Inputs
- 4 Outputs
- 5 Bugs/Limitations
- 5.1 Xog incorrect work with $translucent
- 5.2 Xog incorrect work with $alphatestreference and $allowalphatocoverage
- 5.3 Motion blur blurring viewmodel xog layer
- 5.4 Xog incorrect work with -tools
- 5.5 Xog volume doesn't work with 3D Skybox
- 5.6 Xog doesn't refract by refract shader and fully draw through
- 6 See also
Keyvalues
- Enabled
(Enabled)
<choices> - Enable/Disable this Entity.
Determines is this entity enabled or disabled on spawn.
- 0: Enabled
- 1: Disabled
- 0:0: LocalVolume BBOX
- 1:1: LocalVolume Ellipsoid
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- colorMode
(colormode)
<choices> - Determines color mode.
- 0:0:StaticColor
- 1:1:1DGradTexture
- 2:2: CubeGradTexture
- Texture name Grad Texture
(texname)
<string> - Xog gradient texture name. The default is
xen/effects/xen_sky_6_blurred_32
.
- colorTop
(colortop)
<color255> - Xog top color. This is the main color of xog that uses if
Enable Height Blend
KV is disabled.
|
- colorBottom
(colorbottom)
<color255> - Xog bottom color. Requires enabled
Enable Height Blend
to be working.
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- distStart
(diststart)
<float> - distStart
Xog start draw distance.
|
|
- distEnd
(distend)
<float> - distEnd
Xog end draw distance.
|
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- distDensity
(distdensity)
<float> - distDensity
Density of xog entity, only values from 0 to 1 works.
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- opacityOffsetTop
(opacityoffsettop)
<float> - opacityOffsetTop
Offsets top color of xog.
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- opacityOffsetBottom
(opacityoffsetbottom)
<float> - opacityOffsetBottom
Offsets bottom color of xog.
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- htZStart
(htzstart)
<float> - htZStart
Height that xog starts rendering at.
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- htZEnd
(htzend)
<float> - htZEnd
Height that xog stops rendering at.
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- htZColStart
(htzcolstart)
<float> - htZColStart
Height that xog color starts rendering at. Results depend on htZColEnd
value.
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- htZColEnd
(htzcolend)
<float> - htZColEnd
Height that xog color stops rendering at. Results depend on htZColStart
value.
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- noise1ScrollSpeed
(noise1scrollspeed)
<vector> - Layer one, speed at which noise moves trough xog volume (X Y Z).
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- noise1Tiling
(noise1tiling)
<vector> - Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
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- noise2ScrollSpeed
(noise2scrollspeed)
<vector> - Layer two, speed at which noise moves trough xog volume (X Y Z).
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- noise2Tiling
(noise2tiling)
<vector> - Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
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- noiseContrast
(noisecontrast)
<float> - Contrast of xog.
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- noiseMultiplier
(noisemultiplier)
<float> - Multiplier of xog.
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- Enable Height Blend
(enablevol_height)
<choices> - Enable/Disable this heightbased xog.
Determines bottom color and blending is disabled or enabled.
- 0: Disabled
- 1: Enabled
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Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Flags
BaseTrigger:
- [
4
] : func_pushable
- [
8
] : Physics Objects
- [
16
] : Only player ally NPCs
- [
32
] : Only clients in vehicles
- [
64
] : Everything (not including physics debris)
- [
512
] : Only clients *not* in vehicles
- [
1024
] : Physics debris
- [
2048
] : Only NPCs in vehicles (respects player ally flag)
- [
4096
] : Disallow Bots
Inputs
TurnOn
<void>- Turn xog on.
TurnOff
<void>- Turn xog off.
BaseTrigger:
Toggle
- Toggles this trigger between enabled and disabled states.
Enable
- Enable trigger
Disable
- Disable trigger
TouchTest
(in all games since )- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch
(in all games since ) !FGD- Behave as if the
!caller
entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch
(in all games since ) !FGD- Behave as if !caller had just exited the trigger volume.
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"
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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
BaseTrigger:
OnStartTouch
- Fired when a valid entity starts touching this trigger.
!activator
is whatever touches the trigger.
OnStartTouchAll
- Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only
OnStartTouch
will fire.
OnEndTouch
- Fired when a valid entity stops touching this trigger.
OnEndTouchAll
- Fired when all valid entities stop touching this trigger.
OnTouching
(in all games since )- Fired if something is currently touching this trigger when
TouchTest
is fired.
OnNotTouching
(in all games since )- Fired if nothing is currently touching this trigger when
TouchTest
is fired.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
Bugs/Limitations
Xog incorrect work with $translucent
Xog all time fully rendering through everything with material shader parameter $translucent. This happen because of game can't tell the depth of scene because of the transparency.
No $translucent. Behind the wall placed xog volume and some models with small room.
With $translucent. Now player see everything, but only what in xog.
Similar issue happen if use $alphatestreference incorrectly.
This problem also applies to brushes which not have $translucent, but which parented to brushes that have this parameter. Similar will happen if brush with $translucent is part of your brush entity. Same will happen if you use overlays/decals on brushes with $translucent.
Metal speaker is overlay that use $alphatest, but xog fully visible anyway, because overlay pasted on the transparency window.
This issues does not happen if replace LightmappedGeneric to ShatteredGlass or UnlitGeneric, so, you can use one of them for glass or transparency surfaces when it's needed.
In some cases use $alphatest if it'll give similar to $translucent resualts.
Xog incorrect work with $alphatestreference and $allowalphatocoverage
$alphatestreference is a material shader parameter that specifies the threshold alpha channel value at which the surface should be transparent instead of opaque, default "0.5". $allowalphatocoverage creates translucent steps based on alpha values. Both have one and same problems with gbuffer.
For examples used this texture with this alpha channel.
Here xog placed behind wall with the texture. We can see the circle part of that have alpha channel part which is invisible due to $alphatest, with enabled xog we see that the invisible part doesn't show through itself xog.
If use very low numbers you will see resualts like in the pictures.
You can't escape this problem, only minimize effect with $alphatestreference 0.1
or if paint alpha correct channel.
Motion blur blurring viewmodel xog layer
For some reason Motion blur
blurring viewmodel xog layer, you can notice this when you just rotate camera. This issue happen even if xog behind other objects.
Xog incorrect work with -tools
If you don't use Full Screen
- xog will incorrectly applying to screen.
Xog volume doesn't work with 3D Skybox
Don't use xog volumes in your 3D skyboxes, none of them will work at all.
Xog doesn't refract by refract shader and fully draw through
Unlike deferred lighting, xog doesn't refract by refract shader, also fully draw through.
If model with refraction behind wall with refraction - this cause issues like this.
Similar issue with cloak material shader parameter.
An example with npc_human_assassin.
See also
- Xog Editor - the console-based xog editor.
newxog_global
- global xog, similar toenv_fog_controller
.newxog_settings
- entity that can change xog settings.env_fog_controller
fog_volume
- Fog tutorial
- Fog Basics
- Dust, Fog, & Smoke
- Color Correction
color_correction
(entity)- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered and xog.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)