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env_lightglow

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... Icon-Important.png
env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel.
class hierarchy
CLightGlow defined in lightglow.cpp
CBaseEntity

env_lightglow is a point entity available in all Source 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.pngNote: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.pngNote:This file will be cached inside of saves, regardless of if the map has had the entity deleted in a new compile.

Flags

  •  [1] : Visible only from front

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
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.

See also