Env sprite (GoldSrc): Difference between revisions
		
		
		
		
		
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				SirYodaJedi (talk | contribs)   (Not if oriented)  | 
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{{  | {{LanguageBar}}  | ||
{{TabsBar|main=gs|base=env_sprite}}  | |||
{{CD|CSprite|goldsrc=1}}  | {{CD|CSprite|goldsrc=1}}  | ||
{{this is a|point entity|name=env_sprite|engine=GoldSrc}} It creates a [[sprite]] in the world  | {{this is a|point entity|name=env_sprite|engine=GoldSrc}} It creates a [[sprite]] in the world. It can also be used to display [[MDL (GoldSrc)|MDL]] or [[BSP (GoldSrc)|BSP]] models, although skins and bodygroups are not supported.  | ||
==Key Values==  | ==Key Values==  | ||
{{Hl1_kv_targetname}}  | {{Hl1_kv_targetname}}  | ||
:Targeting this entity will toggle it on and off.  | |||
{{KV Angles}}  | {{KV Angles}}  | ||
{{  | :{{important|Set roll to 360 instead of 0 to avoid the angles being adjusted to compensate for an old {{worldcraft|2}} bug.}}  | ||
{{hl1 kv model}}  | {{hl1 kv model}}  | ||
{{  | {{hl1 kv framerate}}  | ||
{{hl1 kv scale}}  | |||
{{hl1 kv sequence}}  | |||
{{Hl1_kv_renderfields}}  | {{Hl1_kv_renderfields}}  | ||
{{hl1 kv zhlt point}}  | {{hl1 kv zhlt point}}  | ||
== Flags ==  | == Flags ==  | ||
{{fl   | {{fl|1|Start on}}  | ||
{{fl|2|Play Once|Used for animated SPRs and MDLs. When this entity is targeted, the animation will play once, then the sprite or model will disappear until targeted again.}}  | |||
== See also ==  | |||
* {{ent|env_glow|engine=goldsrc}}  | |||
Latest revision as of 13:01, 24 April 2025
| CSprite | 
env_sprite  is a   point entity  available in all 
 GoldSrc games. It creates a sprite in the world. It can also be used to display MDL or BSP models, although skins and bodygroups are not supported.
Key Values
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 - Targeting this entity will toggle it on and off.
 
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
 
Important:Set roll to 360 instead of 0 to avoid the angles being adjusted to compensate for an old 
 Worldcraft bug.
- Model (model) <model path>
 - Model to display (MDL, BSP, or SPR). Relative to mod folder.
 
- Colormap (colormap) <integer>
 - Works like the deathmatch recolor system, wherein this KV equals 
(bottomcolor * 256) + topcolor. This value can be calculated using
.
Tip:In 
 Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity. 
- Framerate (framerate) <float>
 - Rate at which the sprite or model should animate, if at all. For SPR, this is an absolute framerate (max 10), whereas for MDL, this is a scalar.
 
- Scale (scale) <float>
 - Scale multiplier of the sprite (SPR only).
 
- Sequence (sequence) <integer>
 - Animation to play (MDL only).
 
- 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 
- Render Amount (0-255) (renderamt) <integer>
 - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
 - Render Color (R G B) (rendercolor) <color255>
 - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information. 
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
 - Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
 
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclipenabled directly below this model's origin. Texture the top face withblack_HIDDEN, and the rest of the faces withSKIP.
Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
 - Enable to cast shadows from MDLs found in the 
modelKV. 
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
 - 0 - Use Bounding Box
 - 1 - Use triangles (default)
 - 2 - Use Bounding boxes of triangles
 
Flags
- Start on : [1]
 
- Play Once : [2]
 - Used for animated SPRs and MDLs. When this entity is targeted, the animation will play once, then the sprite or model will disappear until targeted again.