Template:KV CBaseAnimating: Difference between revisions

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(CSGO's static prop scaling is done with a different keyvalue)
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{{ScrollBox|title=Studiomodel|
{{ {{PAGENAME}} }}
{{KV|World Model (model)|string|The [[model]] this entity should appear as. 128-character limit.}}
{{doc}}
{{KV|Skin (skin)|int|Some models have multiple [[$texturegroup|skins]]. This value selects from the index, starting with 0. {{tip|Hammer's model browser automatically updates this value if you use it to view different skins.}}}}
 
{{KV|Model Scale (modelscale)|float|A multiplier for the size of the model.|since={{Src13}}}}
<includeonly>
{{KV Shadow}}
 
<onlyinclude>{{minititle|[[CBaseAnimating]]}}
{{#if:{{{no model|}}}||<!--Hide model KV if overridden by game code -->
{{KV|World Model|intn=model|model|{{#switch: {{Language}}
| #default = The [[model]] this entity should appear as. 128-character limit.
| hr = {{L|model}} u kojem bi se ovaj entitet trebao pojaviti. Ograničenje od 128 znakova.
}}}}
 
}}<!-- end "no skin" -->
{{#if:{{{no skin|}}}||<!--Hide skin KV if overridden by game code -->
{{KV|Skin|intn=skin|int|{{#switch: {{Language}}
| #default = Some models have multiple [[$texturegroup|skins]]. This value selects from the index, starting with 0. May be overridden by game code. {{tip|Hammer's model browser automatically updates this value if you use it to view different skins.}}{{#if:{{{static|}}}|{{bug|Static props with multiple [[skin]]s will always calculate [[texture shadows]] based upon the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD.}}|}}
| hr = Neki modeli imaju više {{L|$texturegroup|skinova}}. Ova vrijednost odabire iz indeksa, počevši od 0. {{tip|Hammerov preglednik modela automatski ažurira ovu vrijednost ako ga koristite za pregled različitih maski.}}{{#if:{{{static|}}}|{{bug |Statični rekviziti s višestrukim {{L|skin|kožama}} uvijek će izračunati {{L|texture shadows|sjene teksture}} na temelju alfa kanala(a) iz zadane teksture(a) maske, čak iako alfa teksture alternativnih maski učitava VRAD.}}|}}
}}|tested={{dods}}}}  
 
}}<!-- end "no skin" -->
{{KV|Model Scale|intn=modelscale|float|{{#switch: {{Language}}
| #default = A multiplier for the size of the model.
| hr = Multiplikator za veličinu modela.
}}|since={{as}}|also={{Src13}}}}
:{{tip|{{#switch: {{Language}}
| #default = In {{hammerpp|2}} with a prop selected in 3D view, hold {{key|Ctrl}} and scroll the mouse wheel to change the <tt>modelscale</tt> in increments of 0.5. Holding {{key|Shift}} will scale it in smaller increments of 0.05.
| hr = U {{hammerpp|2}} s elementom odabranim u 3D prikazu, držite {{key|Ctrl}} i pomičite kotačić miša za promjenu <tt>razmjera modela</tt> u koracima od 0,5. Držanjem {{key|Shift}} skalirat ćete je u manjim koracima od 0,05.
}}}}
 
{{#if:{{{no body|}}}||<!--Hide body KV if overridden by game code -->
{{KV|Bodygroup|intn=body / SetBodyGroup|int|{{#switch: {{Language}}
| #default = Some models have multiple [[$bodygroup|submodels]]. This value selects from the index, starting with 0. May be overridden by animations and/or game code. {{note|If both {{code|body}} and {{code|SetBodyGroup}} are present (even if set to 0), {{code|body}} will be prioritized.
| hr = Neki modeli imaju više {{L|$bodygroup|podmodela}}. Ova vrijednost odabire se iz indeksa, počevši od 0. Mogu je nadjačati animacije i/ili kod igre. {{note|Ako su i {{code|body}} i {{code|SetBodyGroup}} prisutni (čak i ako su postavljeni na 0), {{code|body}} će imati prioritet.
}}}}}} }}
 
}}<!-- end "no body" -->
{{#if:{{{no sequence|}}}||<!--Hide sequence KV if overridden by game code -->
{{KV|Sequence|intn=sequence|int|{{#switch: {{Language}}
| #default = Default animation sequence for the model to be playing after spawning. May be overridden by game code.
| hr = Zadana sekvenca animacije za model koji će se reproducirati nakon pokretanja. Može se nadjačati kodom igre.
}}|nofgd=1}}
 
}}<!-- end "no sequence" -->
{{KV|Lighting Origin|intn=lightingorigin|target_destination|{{#switch: {{Language}}
| #default = Select an entity (not {{ent|info_lighting}}!) from which to sample lighting and cubemaps instead of the entity's [[$illumposition]].
| hr = Odaberite entitet (ne {{ent|info_lighting}}!) iz kojeg ćete uzorkovati rasvjetu umjesto {{L|$illumposition}} entiteta.
}}
 
}}
{{KV Shadow|prep2={{{prep2|}}}}}
{{#if: {{{prep2|}}} ||
{{KV Reflection}}
{{KV Reflection}}
}}<noinclude>
}}</onlyinclude>
[[Category:Keyvalue Templates|Studiomodel]]
 
</noinclude>
</includeonly>

Latest revision as of 05:31, 29 April 2025

CBaseAnimating:

World Model (model) <model path>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
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Usage

Note.pngNote:model, skin, body, and sequence KVs can be hidden individually with {{{no model}}}, {{{no skin}}}, {{{no body}}}, and {{{no sequence}}}, respectively.
Parameter Description Example Preview
prep2 Call this template with |prep2=1 to hide KVs added in Portal 2 Portal 2. {{KV Studiomodel|prep2=1}} CBaseAnimating:
World Model (model) <model path>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

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.


No Parameter N/A {{KV Studiomodel}} CBaseAnimating:
World Model (model) <model path>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.