Zoner's Half-Life Tools.fgd: Difference between revisions
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Tip:If using
J.A.C.K., replace _tex(string) with _tex(shader) to add a button that brings up the texture browser for light_surface.
Tip:Select the beginning of the line (usually the "//" comment) by clicking it, scroll down then hold ⇧ Shift, and click at the end of the line to select all.
(Added the FGD) |
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{{Orphan|date=January 2024}} | |||
< | [[FGD]] for [[VHLT]], containing compiler-specific entities. | ||
// light_shadow | {{tip|If using {{jack|2}}, replace {{code|_tex(string)}} with {{code|_tex(shader)}} to add a button that brings up the texture browser for {{ent|light_surface}}.}} | ||
== FGD == | |||
{{textfile|FGD}} | |||
{{codeblock|lang=fgd|src=zhlt.fgd|<!-- | |||
--><nowiki>// light_shadow | |||
// It creates toggleable shadow for func_door, func_breakable, ... | // It creates toggleable shadow for func_door, func_breakable, ... | ||
@PointClass color(255 255 0) = light_shadow : "Dynamic shadow control" | @PointClass color(255 255 0) = light_shadow : "Dynamic shadow control" | ||
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@SolidClass = func_group : "Solid brushes" | @SolidClass = func_group : "Solid brushes" | ||
[ | [ | ||
zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0 | |||
zhlt_noclip(choices) : "Passable" : "" = | zhlt_noclip(choices) : "Passable" : "" = | ||
[ | [ | ||
Line 151: | Line 156: | ||
_fclass(string) : " Filter entity classname" : "" | _fclass(string) : " Filter entity classname" : "" | ||
_fname(string) : " Filter entity name" : "" | _fname(string) : " Filter entity name" : "" | ||
_light( | _light(color255) : "Texture brightness" : "255 255 255 80" // value >= 80 will ensure full brightness. Colored brightness is not recommended. | ||
_texcolor(color255) : " Color(replace texture color)" : "" // emit light as if the texture is in this color | _texcolor(color255) : " Color(replace texture color)" : "" // emit light as if the texture is in this color | ||
// Note: | // Note: | ||
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_scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting | _scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting | ||
_chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale | _chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale | ||
_texlightgap(choices) : " Dark gap in front of texlight" : "" = // in texture pixels; size of dark area near the light source | |||
[ | |||
"": "Default (no gap)" | |||
"0.0": "0.0 - no gap" | |||
"3.0": "3.0 - small gap" | |||
"12.0": "12.0 - large gap" | |||
] | |||
_fast(choices) : " Fast" : "" = | _fast(choices) : " Fast" : "" = | ||
[ | [ | ||
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// Usually you don't have to use this. | // Usually you don't have to use this. | ||
zhlt_chopup(integer) : "Raise its level to get chopped" : 0 | zhlt_chopup(integer) : "Raise its level to get chopped" : 0 | ||
// For brushes in the same detail level and have overlapping faces (which are on the same plane), this priority determines which one will appear. | |||
zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0 | |||
// Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem. | // Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem. | ||
zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1 | zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1 | ||
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] | ] | ||
] | ] | ||
</ | </nowiki>}} | ||
[[Category: | [[Category:GoldSrc FGDs]] |
Latest revision as of 17:02, 20 March 2025

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January 2024
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January 2024
FGD for VHLT, containing compiler-specific entities.


FGD
- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such as Windows Notepad,Notepad++ or
Visual Studio Code, and save it with "save as type" being "all files" and .fgd appended to the file name. Then open your map editor and add the FGD to your game configuration (Example for HL:S).
