func_wall
func_wall
is a brush entity available in all GoldSrc games. It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency.
Formerly, it was also used for visibility optimization, but this use-case has been deprecated by ZHLTs func_detail
. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an edict, whereas func_detail does not ( elaboration on TWHL).
Contents
Key Values
Targetname:
- Name
(targetname)
<targetname> - The targetname that other entities refer to this entity by.
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- FX Amount (1-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used to control the speed of scrolling textures; seefunc_conveyor
for more information.
Global:
- Global Entity Name
(???)
<string> - Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Minimum light level
(_minlight)
<string>
ZHLT:
- ZHLT Light Flags (ZHLT 2.2+)
(zhlt_lightflags)
<choices> - Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
- 0 : "Default"
- 1 : "Embedded Fix"
- 2 : "Opaque (blocks light)"
- 3 : "Opaque + Embedded fix"
- 6 : "Opaque + Concave Fix"
- Light Origin Target (ZHLT 2.2+)
(light_origin)
<targetname> - Used to define a target to sample lighting from.
- Nonsolid (ZHLT)
(zhlt_noclip)
<boolean> - Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
- Tip:Always enable this for func_illusionary; VHLT does not properly strip clipnodes for this entity.
- Don't Render (ZHLT 3+)
(zhlt_invisible)
<boolean> - Treat all faces as if they were textured with NULL.
- Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- Fake Lightmap (VHLT v33+)
(zhlt_embedlightmap)
<boolean> - Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer.
- Important:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
- Downscale Fake Lightmap (VHLT v34+)
(zhlt_embedlightmapresolution)
<integer> - Downscale texture created by zhlt_embedlightmap this many times.
- Minimum light level
(_minlight)
<string>
Flags
- [
2048
] : Not In Deathmatch
See also
External links
- func_wall on the TWHL wiki