Template:Hl1 kv zhlt: Difference between revisions
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Note:This is for visible brush entities. For non-rendered brush entities, use {{hl1 kv zhlt invisible}}.
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<onlyinclude>{{KV|Minimum light level|intn=_minlight|normal|}} | <onlyinclude>{{KV|Minimum light level|intn=_minlight|normal|}} | ||
{{expand|title=[[ZHLT]] family| | {{expand|title=[[ZHLT]] family| | ||
{{KV|ZHLT Light Flags (ZHLT 2.2+)|intn=zhlt_lightflags| | {{KV|ZHLT Light Flags (ZHLT 2.2+)|intn=zhlt_lightflags|flags| | ||
:Special lighting behavior. Only available if using [[ZHLT|Zoner's Half-Life Compile Tools]]. | :Special lighting behavior. Only available if using [[ZHLT|Zoner's Half-Life Compile Tools]] or a fork thereof.}} | ||
: | ::{{fl|1|Embedded Fix}} | ||
::{{fl|2|Opaque (blocks light)}} | |||
: | ::{{fl|4|Concave fix}} | ||
: | :{{note|Most FGDs will have this as "choices" with options for values of 0/1/2/3/6, because Hammer and Jack do not support the "flags" KV type outside of Spawnflags.}} | ||
: | |||
{{KV|Light Origin Target (ZHLT 2.2+)|intn=light_origin|target_destination| | {{KV|Light Origin Target (ZHLT 2.2+)|intn=light_origin|target_destination| | ||
During lighting compilation, this entity will be treated as if its origin were at the target entity's origin. Requires an origin brush.}} | During lighting compilation, this entity will be treated as if its origin were at the target entity's origin. Requires an origin brush.}} | ||
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{{KV|Nonsolid (ZHLT)|intn=zhlt_noclip|boolean| | {{KV|Nonsolid (ZHLT)|intn=zhlt_noclip|boolean| | ||
Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid. | Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid. | ||
:{{tip|Always enable this for [[func_illusionary (GoldSrc)|func_illusionary]], | :{{tip|Always enable this for cosmetic [[func_illusionary (GoldSrc)|func_illusionary]], (not if, for example, {{mono|skin}} is set to -16 to make it a ladder); [[VHLT]] does not strip clipnodes for this entity.}}}} | ||
{{hl1 kv zhlt invisible|notitle=1}} | {{hl1 kv zhlt invisible|notitle=1}} | ||
{{kv|Custom Shadow Color (VHLT+)|intn=zhlt_customshadow|color1|If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.}} | {{kv|Custom Shadow Color (VHLT+)|intn=zhlt_customshadow|color1|If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.}} | ||
{{KV|Fake Lightmap (VHLT v33+)|intn=zhlt_embedlightmap|boolean| | {{KV|Fake Lightmap (VHLT v33+)|intn=zhlt_embedlightmap|boolean| | ||
Generates unique [[diffuse]] textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. | Generates unique [[diffuse]] textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. Implies {{code|zhlt_striprad}}. | ||
:{{important|The resulting textures will be renamed to have the prefix {{mono|__rad}}; as such, any [[texture prefixes|unique attributes]] will be lost.}}}} | :{{important|The resulting textures will be renamed to have the prefix {{mono|__rad}}; as such, any [[texture prefixes|unique attributes]] will be lost.}}}} | ||
{{KV|Downscale Fake Lightmap (VHLT v34+)|intn=zhlt_embedlightmapresolution|int| | {{KV|Downscale Fake Lightmap (VHLT v34+)|intn=zhlt_embedlightmapresolution|int| | ||
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{{KV|Shadow world only|intn=_shadowworldonly|boolean|Only cast shadows on world, not [[model]]s.}} | {{KV|Shadow world only|intn=_shadowworldonly|boolean|Only cast shadows on world, not [[model]]s.}} | ||
{{KV|Smooth shading|intn=_phong|boolean|Enable smooth shading between faces which are less than _phong_angle. }} | {{KV|Smooth shading|intn=_phong|boolean|Enable smooth shading between faces which are less than _phong_angle. }} | ||
{{KV|Autosmoothing angle|intn=_phong_angle|integer|Angle to smooth; default 89. Set to 44 to match [[QRAD]] [[HLRAD]] defaults.}} | {{KV|Autosmoothing angle|intn=_phong_angle|integer|Angle to smooth; default 89. Set to 44 to match [[QRAD]]/[[HLRAD]] defaults.}} | ||
{{KV|Maximum light level|intn=_maxlight|normal}} | {{KV|Maximum light level|intn=_maxlight|normal}} | ||
{{KV|Minlight color|intn=_mincolor, _minlight_color|color1|Color of _minlight. Also accepts [[color255]], provided at least one value is greater than 1.}} | {{KV|Minlight color|intn=_mincolor, _minlight_color|color1|Color of _minlight. Also accepts [[color255]], provided at least one value is greater than 1.}} | ||
Latest revision as of 19:09, 20 March 2025
Todo:
- There are a few missing KVs….
- ericw-tools KVs which apply here; put it in an {{expand}} box like the ZHLT one here.
- Don't bother documenting _switchableshadow; this doesn't work in most games, unlike VHLT's light_shadow, since usually only lights can change lightstyles.
- Parameter to hide KVs which don't work on func_detail and func_group in the ZHLT family. This should also hide the initial _minlight and add a _minlight in the ericw-tools section, since _minlight doesn't work on those entities in ZHLT's family, but does in EWT.
- Minimum light level (_minlight) <normal>
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