Template:KV CBaseAnimating: Difference between revisions

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m (Robot: fixing template case.)
Line 3: Line 3:
* '''skin'''
* '''skin'''
: <integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
: <integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
* {{kv shadow}}
* {{KV Shadow}}

Revision as of 22:36, 19 January 2009

model

<studio> World Model (Maximum string length: 128)
  • skin
<integer> Some models have multiple versions of their textures called skins. Set this to a number other than 0 to use that skin instead of the default.
  • 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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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