Template:KV CBaseAnimating: Difference between revisions
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}}}} | }}}} | ||
}} | }}<!-- end "no skin" --> | ||
{{#if:{{{no skin|}}}||<!--Hide skin KV if overridden by game code --> | {{#if:{{{no skin|}}}||<!--Hide skin KV if overridden by game code --> | ||
{{KV|Skin|intn=skin|int|{{#switch: {{Language}} | {{KV|Skin|intn=skin|int|{{#switch: {{Language}} | ||
| #default = Some models have multiple [[$texturegroup|skins]]. This value selects from the index, starting with 0. {{tip|Hammer's model browser automatically updates this value if you use it to view different skins.}}{{#if:{{{static|}}}|{{bug|Static props with multiple [[skin]]s will always calculate [[texture shadows]] based upon the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD.}}|}} | | #default = Some models have multiple [[$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|$texturegroup|skinova}}. Ova vrijednost odabire iz indeksa, počevši od 0. {{tip|Hammerov preglednik modela automatski ažurira ovu vrijednost ako ga koristite za pregled različitih maski.}}{{#if:{{{static|}}}|{{bug |Statični rekviziti s višestrukim {{L|skin|kožama}} uvijek će izračunati {{L|texture shadows|sjene teksture}} na temelju alfa kanala(a) iz zadane teksture(a) maske, čak iako alfa teksture alternativnih maski učitava VRAD.}}|}} | | hr = Neki modeli imaju više {{L|$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}}}} | }}|tested={{dods}}}} | ||
}} | }}<!-- end "no skin" --> | ||
{{KV|Model Scale|intn=modelscale|float|{{#switch: {{Language}} | {{KV|Model Scale|intn=modelscale|float|{{#switch: {{Language}} | ||
| #default = A multiplier for the size of the model. | | #default = A multiplier for the size of the model. | ||
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}}}}}} }} | }}}}}} }} | ||
}} | }}<!-- end "no body" --> | ||
{{#if:{{{no sequence|}}}||<!--Hide sequence KV if overridden by game code --> | {{#if:{{{no sequence|}}}||<!--Hide sequence KV if overridden by game code --> | ||
{{KV|Sequence|intn=sequence|int|{{#switch: {{Language}} | {{KV|Sequence|intn=sequence|int|{{#switch: {{Language}} | ||
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}}|nofgd=1}} | }}|nofgd=1}} | ||
}} | }}<!-- end "no sequence" --> | ||
{{KV|Lighting Origin|intn=lightingorigin|target_destination|{{#switch: {{Language}} | {{KV|Lighting Origin|intn=lightingorigin|target_destination|{{#switch: {{Language}} | ||
| #default = Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's | | #default = Select an entity (not {{ent|info_lighting}}!) from which to sample lighting and cubemaps instead of the entity's [[$illumposition]]. | ||
| hr = Odaberite entitet (ne {{ent|info_lighting}}!) iz kojeg ćete uzorkovati rasvjetu umjesto | | hr = Odaberite entitet (ne {{ent|info_lighting}}!) iz kojeg ćete uzorkovati rasvjetu umjesto {{L|$illumposition}} entiteta. | ||
}} | }} | ||
Latest revision as of 05:31, 29 April 2025
- 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:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
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: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
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- 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
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
The above documentation is transcluded from Template:KV CBaseAnimating/doc. (Edit | Page history)
Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages.
Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages.