Func wall: Difference between revisions
		
		
		
		
		
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{{  | {{base brush|func_wall}} {{base brush legacy|func_brush}} Obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been replaced by the [[func_detail]] entity and the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''.  | ||
{{  | |||
Obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been replaced by the [[func_detail]] entity and the [[func_brush]] entity with its ''Solidity'' property set to ''Always Solid''.  | |||
== Keyvalues ==  | == Keyvalues ==  | ||
{{KV|Minimum Light Level|string|The minimum level of ambient light that hits this brush.}}  | |||
{{KV Targetname}}  | |||
{{KV RenderFields}}  | |||
{{KV Global}}  | |||
{{KV Shadow}}  | |||
== Inputs ==  | == Inputs ==  | ||
{{I Targetname}}  | |||
{{I RenderFields}}  | |||
{{I Shadow}}  | |||
== Outputs ==  | == Outputs ==  | ||
{{O Targetname}}  | |||
Revision as of 05:11, 26 July 2011
Template:Base brush Legacy support only. Use func_brush instead. Obsolete entity from Half-Life provided for backwards compatibility. Has been replaced by the func_detail entity and the func_brush entity with its Solidity property set to Always Solid.
Keyvalues
- Minimum Light Level ([todo internal name (i)]) <string>
 - The minimum level of ambient light that hits this brush.
 
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
RenderFields:
- Render Mode (rendermode) <byte choices>
 - Set a non-standard rendering mode on this entity.
 
Render Modes 
- Render FX (renderfx) <byte choices>
 - Various somewhat legacy alpha effects. See render effects.
 
- Render Amount / Transparency (renderamt) <byte>
 - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
 
- Render Color (R G B) (rendercolor) <color255>
 - Color tint.
 
Global:
- Global Entity Name (globalname) <string>
 - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
 
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
 
Inputs
RenderFields:
- Alpha <integer 0–255>
 - Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its 
rendermodeset to a number other than0. 
- Color <color255>
 - Sets an RGB color for the entity.
 
Shadow:
- DisableShadow
 - Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
 
- EnableShadow
 - Turn dynamic shadows on for this entity.
 - DisableReceivingFlashlight   (in all games since 
) - This object will not receive light or shadows from projected textures.
 
- EnableReceivingFlashlight   (in all games since 
) - This object may receive light or shadows from projected textures.