Nuclide
Software Development Kit for id Tech
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Client-Entity: Environmental Lighting Controller. More...
Public Member Functions | |
void | light_environment (void) |
virtual void | Respawn (void) |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More... | |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual bool | CanSpawn (bool) |
Returns if this entity can spawned from the map file. More... | |
void | light_environment (void) |
virtual void | SpawnKey (string, string) |
This method handles entity key/value pairs on map load. More... | |
virtual void | Spawned (void) |
Called when the entity is fulled initialized. More... | |
Client-Entity: Environmental Lighting Controller.
QUAKED light_environment (0 1 0) (-8 -8 -8) (8 8 8) ?
Defines the overall ambient skylight in the map.
Only one is effective per map. Sun light generally is white, unless the atmosphere/horizon is coloring it. The ambientcolor should generally be set to that of the skybox for the most realistic depiction of the world. As mentioned before, the 'sunspreadangle' and 'filterradius' keys only work if 'samples' is set to something higher than 1, as those are parameters for said behaviour. There's no point in setting 'samples' to something higher than 1 if you aren't bothering to supply a valid 'sunspreadangle' and 'filterradius' key either.
For cloudly/overcast skies, I'd recommend setting the 'pitch' to '-45', then 'samples' to at least '4' and 'sunspreadangle to '360' with a 'filterradius' of at least '1'. This will ensure that the sunlight will be cast diagonally from 4 positions across the entire horizon - thus eliminating any harsh shadows.
This entity was introduced in Half-Life (1998).
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virtual |
Returns if this entity can spawned from the map file.
clientSide | If it's being spawned on the client-side. |
Reimplemented from NSEntity.
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from light.
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned();
inside your method when overriding.
Reimplemented from light.