Template:KV func brush inline: Difference between revisions
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TomEdwards (talk | contribs) (Created page with '; Minimum Light Level <code><float></code> : The minimum level of ambient light that hits this brush. ; Solidity <code><choices></code> : Used to control the solidity/collisi…') |
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{{KV|Minimum Light Level|intn=_minlight|float|The minimum level of ambient light that hits this brush.}} | |||
{{KV|Solidity|intn=Solidity|choices|Used to control the solidity/collision of these brushes. | |||
:* 0: Toggle - The solidity can be toggled together with its visibility. | |||
:* 0: Toggle | |||
:* 1: Never Solid | :* 1: Never Solid | ||
:* 2: Always Solid | :* 2: Always Solid | ||
}} | |||
{{KV|Solid BSP|intn=solidbsp|bool|Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.}} | |||
{{KV|NPC class excluded from collisions|intn=excludednpc|classname|If an NPC classname (i.e. [[npc_zombie]]) is specified here, NPCs of that type won't collide with these brushes.}} | |||
{{KV|Invert NPC class exclusion|intn=invert_exclusion|bool|If set, then the excluded NPC class will consider this brush solid, and all ''other'' NPC classes will consider it non-solid.}} | |||
{{KV|Shadows|intn=vrad_brush_cast_shadows|bool|Configures whether this brush casts [[lightmap]] shadows.}} | |||
{{KV StartDisabled}} {{tip|If '''Solidity''' is ''Toggle'', disabling func_brush also makes it non-solid.}} | |||
{{KV | |||
{{KV Origin}} | {{KV Origin}} | ||
{{KV Shadow}} | {{KV Shadow}} |
Latest revision as of 06:54, 4 June 2025
- Minimum Light Level (_minlight) <float>
- The minimum level of ambient light that hits this brush.
- Solidity (Solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp) <boolean>
- Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- NPC class excluded from collisions (excludednpc) <classname>
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) <boolean>
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).Tip:If Solidity is Toggle, disabling func_brush also makes it non-solid.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Warning:In
, parenting this entity to another can break your map.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities