env_lightglow

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Code classes:

Example.

env_lightglow is a point entity present 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 its ability to appear only when the viewer is in a certain area.

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.

Flags[edit | edit source]

  • 1: Visible only from front

Keyvalues[edit | edit source]

Color (R G B) (rendercolor) <color255>
Glow color.
Vertical Size (VerticalGlowSize) <integer>
Height of the sprite.
Horizontal Size (HorizontalGlowSize) <integer>
Width of the sprite.
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, the glow will also fade out until this distance past Maximum Distance.
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>
No effect.

Inputs[edit | edit source]

Color <color255>
Changes the color of the glow. A value of 0 0 0 will hide the sprite.