User:Orinuse/Template:KV BaseAnimating: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(lightingoriginhack personal progress save)
 
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<noinclude>TESTING THINGS FOR KV BASEANIMATING
<noinclude>TESTING THINGS FOR KV BASEANIMATING
----
----
{{User:Orinuse/Template:KV BaseAnimating|base=1}}
{{User:Orinuse/Template:KV BaseAnimating|portal2=1}}
</noinclude>
</noinclude>
<includeonly>{{minititle|BaseAnimating}}
<includeonly>{{minititle|Model}}
<h3>Model</h3>
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.
:*0: None
:*0: None
:*1: BSP ([[QPhysics]]) {{not in FGD}} {{bug|In {{game link|Portal 2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}}
:*1: BSP ([[QPhysics]]) {{not in FGD}} {{subst:User:Nescius/sandbox/test21|In {{portal 2|2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} {{confirm|Does this apply to brush entities?}}
:*2: [[Bounding box|Bounding Box]]
:*2: [[Bounding box|Bounding Box]]
:*3: [[Bounding box|Oriented Bounding Box]] {{not in FGD}}
:*3: [[Bounding box|Oriented Bounding Box]] {{not in FGD}}
Line 27: Line 26:
{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in {{portal}}, {{l4d}}, {{l4d2}}, {{src13}}.|nofgd=1|since=EP2}}
{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in {{portal}}, {{l4d}}, {{l4d2}}, {{src13}}.|nofgd=1|since=EP2}}
:{{warning|Negative or extremely high values can cause crashes!}}
:{{warning|Negative or extremely high values can cause crashes!}}
<h3>Effects - Render</h3>
<h3>Effects - Render}}</h3>
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}}
:{{ExpandBox|
{{ExpandBox|
:*'''0''': Normal
:*'''0''': Normal
:*'''1''': Color
:*'''1''': Color
Line 71: Line 70:
:*'''26:''' Fade Near
:*'''26:''' Fade Near
:{{todo|18-21, 25}}}}
:{{todo|18-21, 25}}}}
<h3>Effects - Environment</h3>
<h3>{{minititle|Effects - Environment}}</h3>
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
:{{Note|Further research needed for this key, as inconsistencies like unavailability for [[prop_dynamic]] in {{src13}} exists.}}
:{{Note|Further research needed for this key, as inconsistencies like unavailability for [[prop_dynamic]] in {{src13}} exists.}}
Line 79: Line 78:
<!--
<!--
   ++ LightingOriginHack ++
   ++ LightingOriginHack ++
    Done with switching!
-->
-->
<!-- SWITCH, CASE: L4D -->{{#switch:{{#if:{{{1}}}}} | {{#if:{{{l4d}}}}} | {{#if:{{{l4d2}}}}} =
<!-- IF: L4D or L4D2 -->{{#if:{{{l4d|}}}{{{l4d2|}}}|
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|removed={{l4ds}}|deprecated=1|nofgd=1}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|removed={{l4ds}}|deprecated=1|nofgd=1}}
|<!-- CASE: BASE -->{{#if:{{{base}}}}} =
|<!-- ELSE IF: BASE -->{{#if:{{{base|}}}|
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|nofgd=1}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|nofgd=1}}
|<!-- DEFAULT: -->
|<!-- ELSE: -->
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|nofgd=1}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|removed={{l4ds}}|nofgd=1}}
}}
}}}}
<!-- IF: PORTAL2 -->{{#if:{{{portal2|}}}|
{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from{{ent|env_projectedtexture}}entities.|since=P2}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
:*0: Default
:*1: No cache - render every frame
:*2: Cache it - render only once
{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}
| }}
<!--
<!--
-->{{#if:{{{l4d|}}}|<!--
  ++ Misc - SystemLevelChoice ++
-->{{KV|Minimum CPU Level|intn=mincpulevel|choices|A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".|since=L4D}}
-->
;Maximum CPU Level <code>(maxcpulevel)</code> {{KV Type|choices}} {{L4D add}}
<!-- IF: L4D -->{{#if:{{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|
:*0: Default
<h3>Miscellaneous</h3>
{{minititle|SystemLevelChoice}}
{{KV|Minimum CPU Level|intn=mincpulevel|choices|Effect Details levels (or<code>cpu_level</code>command) lower than this will not render this entity.|since=L4D}}
{{KV|Maximum CPU Level|intn=maxcpulevel|choices|Effect Details levels (or<code>cpu_level</code>command) higher than this will not render this entity.|since=L4D}}
:*0: Default ("Low" for<code>mincpulevel</code>, "High" for<code>maxcpulevel</code>)
:*1: Low
:*1: Low
:*2: Medium
:*2: Medium
:*3: High
:*3: High
;Minimum GPU Level <code>(mingpulevel)</code> {{KV Type|choices}} {{L4D add}}
{{KV|Minimum CPU Level|intn=mingpulevel|choices|Shader Details levels (or<code>gpu_level</code>command) lower than this will not render this object.|since=L4D}}
;Maximum GPU Level <code>(maxgpulevel)</code> {{KV Type|choices}} {{L4D add}}
{{KV|Maximum CPU Level|intn=maxgpulevel|choices|Shader Details levels (or<code>gpu_level</code>command) higher than this will not render this object.|since=L4D}}
:*0: Default
:*0: Default ("Low" for<code>mincpulevel</code>, "Very High" for<code>maxcpulevel</code>)
:*1: Very low
:*2: Low
:*3: Medium
:*4: High<!--
-->| }}{{#if:{{{l4d2|}}}|<!--
-->{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}<!--
-->| }}{{#if:{{{as|}}}|<!--
-->{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
:{{ExpandBox|
:*0: None, don't move
:*1: Isometric
:*2: Walk, player only, moving on ground
:*3: NPC, movement
:*4: Fly, no gravity
:*5: Fly, with gravity
:*6: Physics
:*7: Push
:*8: [[Noclip]]
:*9: Ladder, for players on ladders
:*10: Spectator
:*11: Custom}}
{{KV|Collision Group|intn=CollisionGroup|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
:{{ExpandBox|
:*0: None
:*1: Debris, collides only with the world and static props
:*2: Debris, with trigger interaction
:*3: Interactive Debris, doesn't collide with other debris
:*4: Interactive, collides with everything except debris
:*5: Player
:*6: Breakable Glass
:*7: Vehicle
:*8: Player Movement
:*9: In-Vehicle
:*10: Weapon
:*11: Vehicle Clip
:*12: Projectile
:*13: Door blocker, not permitted to go near doors
:*14: Passable Door
:*15: Dissolving
:*16: Pushaway
:*17: NPC Actor, NPCs ignore the player
:*18: NPC Scripted, NPCs do not collide with each other}}<!--
-->| }}{{#if:{{{portal2|}}}|<!--
-->{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
:*0: Default
:*1: No cache - render every frame
:*2: Cache it - render only once
{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}<!--
-->| }}<!--
-->{{#if:{{{l4d|}}}||{{#if:{{{l4d2|}}}||{{#if:{{{as|}}}||{{#if:{{{portal2|}}}||{{#if:{{{base|}}}||<!--
-->{{KV|Minimum CPU Level|intn=mincpulevel|choices|A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".|since=L4D}}
;Maximum CPU Level <code>(maxcpulevel)</code> {{KV Type|choices}} {{L4D add}}
:*0: Default
:*1: Low
:*1: Low
:*2: Medium
:*2: Medium
:*3: High
:*3: High
;Minimum GPU Level <code>(mingpulevel)</code> {{KV Type|choices}} {{L4D add}}
:*4: Very High
;Maximum GPU Level <code>(maxgpulevel)</code> {{KV Type|choices}} {{L4D add}}
| }}
:*0: Default
<!--
:*1: Very low
  ++ Misc - Game Specific Niches ++
:*2: Low
-->
:*3: Medium
<!-- IF: L4D2 -->{{#if:{{{l4d2|}}}|
:*4: High
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}
{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
| }}<!-- IF: AS -->{{#if:{{{as|}}}|
:{{ExpandBox|
{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.
{{ExpandBox|
:*0: None, don't move
:*0: None, don't move
:*1: Isometric
:*1: Isometric
Line 179: Line 135:
:*10: Spectator
:*10: Spectator
:*11: Custom}}
:*11: Custom}}
{{KV|Collision Group|intn=CollisionGroup|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
|since=AS|nofgd=1}}
:{{ExpandBox|
{{KV|Collision Group|intn=CollisionGroup|choices|Sets a collision group for this entity, which changes its collision behavior.
{{ExpandBox|
:*0: None
:*0: None
:*1: Debris, collides only with the world and static props
:*1: Debris, collides only with the world and static props
Line 198: Line 155:
:*15: Dissolving
:*15: Dissolving
:*16: Pushaway
:*16: Pushaway
:*17: NPC Actor, ignores the player
:*17: NPC Actor, NPCs ignore the player
:*18: NPC Scripted, NPCs do not collide with each other}}
:*18: NPC Scripted, NPCs do not collide with each other}}
{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}}
|since=AS|nofgd=1}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
| }}<!-- IF: PORTAL2 -->{{#if:{{{portal2|}}}|
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1
:*0: Default
| }}</includeonly>
:*1: No cache - render every frame
:*2: Cache it - render only once
{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}<!--
-->}}}}}}}}}}</includeonly>

Latest revision as of 22:51, 23 September 2025

TESTING THINGS FOR KV BASEANIMATING


Model:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
Cycle (cycle) <float> !FGD
The current frame of the currently playing animation, on a range from 0-1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map.
Warning.pngWarning:Using an invalid value will instantly crash the game, this includes 0 and 1.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in Portal, Left 4 Dead, Left 4 Dead 2, Source 2013.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Effects - Render}}

Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.

  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest
  • 5: Additive
  • 6: Removed, does nothing
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX / Transparency (0 - 255) (renderamt) <integer>
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.
Render FX (renderfx) <choices>
Preset pattern of appearance effects.

  • 0: None
  • 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)
  • 17: Scale Up
  • 22: Spotlight FX
  • 23: Cull By Distance
  • 24: Fade Wider Pulse
  • 26: Fade Near
Todo: 18-21, 25

Effects - Environment:

Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Note.pngNote:Further research needed for this key, as inconsistencies like unavailability for prop_dynamic in Source 2013 exists.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (notinfo_lightingentity!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (removed since Left 4 Dead seriesLeft 4 Dead series) !FGD
Theinfo_lighting_relativefrom which to sample lighting instead of the entity's origin. Removed only in Left 4 Dead seriesLeft 4 Dead series.
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow fromenv_projectedtextureentities.
Projected Texture Cache (shadowdepthnocache) <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.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Miscellaneous

SystemLevelChoice:

Minimum CPU Level (mincpulevel) <choices> (in all games since Left 4 Dead)
Effect Details levels (orcpu_levelcommand) lower than this will not render this entity.
Maximum CPU Level (maxcpulevel) <choices> (in all games since Left 4 Dead)
Effect Details levels (orcpu_levelcommand) higher than this will not render this entity.
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum CPU Level (mingpulevel) <choices> (in all games since Left 4 Dead)
Shader Details levels (orgpu_levelcommand) lower than this will not render this object.
Maximum CPU Level (maxgpulevel) <choices> (in all games since Left 4 Dead)
Shader Details levels (orgpu_levelcommand) higher than this will not render this object.
  • 0: Default ("Low" formincpulevel, "Very High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High

{{#if:1|

No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.