This part can be found under:
You can easily find it by clicking on the sign and typing beam.
Most beam materials use the Unlit shader which means they don't receive shadows and appear very bright in dark areas. You can work around that by using a light_amount proxy on the StartColor and EndColor variables.
Download: beam_brightness.txt
pac_enable_beam | 1/0 (1) | Enables/Disables the beam part. |
Custom name of the beam that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.
Hides (disables) the beam. All children are hidden as well.
Parent of the beam. Click on 1) to select.
Material used for the beam. Custom materials are possible. Shaders other than unlit cause shadow issues on the beam.
Name of the part that the beam end connects to.
Controls how bent the beam is.
Controls the frequency of the beam. Higher frequency means more bends.
Number of beam segments. The more segments the smoother the beam is. Max is 256.
Controls the width of the beam.
Controls the width of the bends.
Controls the length of the bends. Use integers, when using decimals half of the beam segments disappear.
Stretches the beam texture/material.
Offsets the texture/material position. Combine this with a proxy for a 'flow' effect.
Uses the offset position of the endpoint.
Marks the beam as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
These only affect the starting point of the beam.
Aims the beam at another part. Set angles to 0 0 0 for this to work properly.
Aims the beam at whatever you're looking at. Set angles to 0 0 0 for this to work properly.
Color of the beam's starting point.
Color of the beam's end point.
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