Template:KV CBaseAnimating: Difference between revisions
		
		
		
		
		
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| m (added category : Worldmodel Entities) | SirYodaJedi (talk | contribs)  No edit summary | ||
| (50 intermediate revisions by 16 users not shown) | |||
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| {{ {{PAGENAME}} }}  | |||
| : < | {{doc}} | ||
| : < | <includeonly> | ||
| <onlyinclude>{{minititle|[[CBaseAnimating]]}} | |||
| {{#if:{{{no model|}}}||<!--Hide model KV if overridden by game code --> | |||
| {{KV|World Model|intn=model|model|{{#switch: {{Language}}  | |||
| | #default = The [[model]] this entity should appear as. 128-character limit. | |||
| | hr = {{L|model}} u kojem bi se ovaj entitet trebao pojaviti. Ograničenje od 128 znakova. | |||
| }}}}  | |||
| }}<!-- end "no skin" --> | |||
| {{#if:{{{no skin|}}}||<!--Hide skin KV if overridden by game code --> | |||
| {{KV|Skin|intn=skin|int|{{#switch: {{Language}} | |||
| | #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.}}|}} | |||
| }}|tested={{dods}}}}  | |||
| }}<!-- end "no skin" --> | |||
| {{KV|Model Scale|intn=modelscale|float|{{#switch: {{Language}} | |||
| | #default = A multiplier for the size of the model. | |||
| | hr = Multiplikator za veličinu modela. | |||
| }}|since={{as}}|also={{Src13}}}} | |||
| :{{tip|{{#switch: {{Language}} | |||
| | #default = In {{hammerpp|2}} with a prop selected in 3D view, hold {{key|Ctrl}} and scroll the mouse wheel to change the <tt>modelscale</tt> in increments of 0.5. Holding {{key|Shift}} will scale it in smaller increments of 0.05. | |||
| | hr = U {{hammerpp|2}} s elementom odabranim u 3D prikazu, držite {{key|Ctrl}} i pomičite kotačić miša za promjenu <tt>razmjera modela</tt> u koracima od 0,5. Držanjem {{key|Shift}} skalirat ćete je u manjim koracima od 0,05. | |||
| }}}} | |||
| {{#if:{{{no body|}}}||<!--Hide body KV if overridden by game code --> | |||
| {{KV|Bodygroup|intn=body / SetBodyGroup|int|{{#switch: {{Language}} | |||
| | #default = Some models have multiple [[$bodygroup|submodels]]. This value selects from the index, starting with 0. May be overridden by animations and/or game code. {{note|If both {{code|body}} and {{code|SetBodyGroup}} are present (even if set to 0), {{code|body}} will be prioritized. | |||
| | hr = Neki modeli imaju više {{L|$bodygroup|podmodela}}. Ova vrijednost odabire se iz indeksa, počevši od 0. Mogu je nadjačati animacije i/ili kod igre. {{note|Ako su i {{code|body}} i {{code|SetBodyGroup}} prisutni (čak i ako su postavljeni na 0), {{code|body}} će imati prioritet. | |||
| }}}}}} }} | |||
| }}<!-- end "no body" --> | |||
| {{#if:{{{no sequence|}}}||<!--Hide sequence KV if overridden by game code --> | |||
| {{KV|Sequence|intn=sequence|int|{{#switch: {{Language}} | |||
| | #default = Default animation sequence for the model to be playing after spawning. May be overridden by game code. | |||
| | hr = Zadana sekvenca animacije za model koji će se reproducirati nakon pokretanja. Može se nadjačati kodom igre. | |||
| }}|nofgd=1}} | |||
| }}<!-- end "no sequence" --> | |||
| {{KV|Lighting Origin|intn=lightingorigin|target_destination|{{#switch: {{Language}} | |||
| | #default = Select an entity (not {{ent|info_lighting}}!) from which to sample lighting and cubemaps instead of the entity's [[$illumposition]]. | |||
| | hr = Odaberite entitet (ne {{ent|info_lighting}}!) iz kojeg ćete uzorkovati rasvjetu umjesto {{L|$illumposition}} entiteta. | |||
| }}  | |||
| }} | |||
| {{KV Shadow|prep2={{{prep2|}}}}} | |||
| {{#if: {{{prep2|}}} ||  | |||
| {{KV Reflection}} | |||
| }}</onlyinclude> | |||
| </includeonly> | |||
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. 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 ) (also in ) )
- A multiplier for the size of the model.
 Tip:In 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. 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 Note:If bothbodyandSetBodyGroupare present (even if set to 0),bodywill 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.
























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