Talk:Env sun
Colors
"Additive light is additive, yellow and blue (really its cyan) only make green subtractively (as with paper)" Technically, yes. However, my test with a pure yellow sun (255r 255g 0b) yielded a sun that's yellow at the center and mostly greenish for the rest of its effect. I thought that made an interesting insight into how the additive effect actually behaves, as opposed to what would seem logical. --Demented 20:16, 14 Nov 2005 (PST)
the colors of env_sun is not at all what you expect - and it's not a regular additive blend. If you use an additive sprite for the sun, and also use the same sprite for an env_sprite, you will notice how the env_sprite changes colors of it's surroundings correctly, while the env_sun distorts colors (even if color is set to pure white) --Pandaboy 00:21, 12 November 2011 (PST)
Moon
At night, can this entity really double as a moon? It doesn't look too good - too shiny - but it's hard to find a sprite which doesn't flicker or worse. Have you found any settings that work? --MossyBucket (formerly Andreasen) 12:54, 22 February 2011 (UTC)
- If you want a proper moon, as in one that does not change translucency/ size, you won't have much luck with this entity, because it will always use pixel visibility queries to transform the sprites (unless those are unavailable because of old hardware...) --Biohazard 13:14, 22 February 2011 (UTC).
- Best option would be to create your own sun-like entity for use as a moon. Failing that, you can just add a moon to your skybox texture.--1/4 Life 23:33, 22 February 2011 (UTC)
- That's actually more easily done than you might think, 1/4 Life: Half-Life 2's night maps are rotated 90 degrees, so just switching them around will place the moon above, shining through thick clouds. --MossyBucket (formerly Andreasen) 03:02, 23 February 2011 (UTC)
- Best option would be to create your own sun-like entity for use as a moon. Failing that, you can just add a moon to your skybox texture.--1/4 Life 23:33, 22 February 2011 (UTC)
Size: 'Old Way' and 'New Way'
I think it should be made apparent that the Size and Overlay Size parameters are conflicting values and that Size must be set to -1 for Overlay Size to work. There should also be a description as to what the difference between the two is. I'm just a beginning level designer and don't know the mathematics behind this stuff. I've taken two devshots, one illustrating Size set to 160 and Overlay Size set to -1, and one illustrating Size set to -1 and Overlay Size set to 160.