Template:Hl1 kv zhlt point: Difference between revisions
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{{minititle|ZHLT}} | {{minititle|ZHLT}} | ||
{{kv|Copy lighting from (VHLT+)|intn=zhlt_copylight|target_destination|Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.}} | {{kv|Copy lighting from (VHLT+)|intn=zhlt_copylight|target_destination|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 (GoldSrc)|func_detail]] with {{code|zhlt_noclip}} enabled directly below this model's origin. Texture the top face with {{code|black_HIDDEN}}, and the rest of the faces with {{code|SKIP}}.}} | : {{tip|To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 [[func_detail (GoldSrc)|func_detail]] with {{code|zhlt_noclip}} enabled directly below this model's origin. Texture the top face with {{code|black_HIDDEN}}, and the rest of the faces with {{code|SKIP}}. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.}} | ||
:{{note|Not compatible with entities using the [[effect flags (GoldSrc)|effect flag]] [[EF_INVLIGHT (GoldSrc)|EF_INVLIGHT]].}} | :{{note|Not compatible with entities using the [[effect flags (GoldSrc)|effect flag]] [[EF_INVLIGHT (GoldSrc)|EF_INVLIGHT]].}} | ||
{{kv|Model shadows (UMHLT, SDHLT)|intn=zhlt_studioshadow|boolean|Enable to cast shadows from MDLs found in the {{code|model}} KV.}} | {{kv|Model shadows (UMHLT, SDHLT)|intn=zhlt_studioshadow|boolean|Enable to cast shadows from MDLs found in the {{code|model}} KV.}} | ||
Latest revision as of 19:21, 15 November 2025
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. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.
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