Func reflective glass: Difference between revisions
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Note:This entity will not show a player their own reflection, however it will render other players.
Bug:This entity will cease to render or cause visual artifacts if water and or portals are in a visible visleaf. [todo tested in ?]
Bug:If more than one face of this brush entity contains a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure exactly one surface has the reflective texture. All others must be opaque. [todo tested in ?]
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==Entity description== | ==Entity description== | ||
It is used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides nodraw | It is used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either [[Tool textures|nodraw]] or some other opaque texture for this to work properly. | ||
{{note|This entity will not show a player their own reflection, however it will render other players.}} | {{note|This entity will not show a player their own reflection, however it will render other players.}} | ||
{{Bug|This entity will cease to render or cause visual artifacts if water and or portals are in a visible visleaf.}} | {{Bug|This entity will cease to render or cause visual artifacts if water and or portals are in a visible visleaf.}} | ||
{{Bug|If more than one face of this brush entity contains a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure ''exactly one'' surface has the reflective texture. All others must be opaque.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 19:26, 26 December 2012
Entity description
It is used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly.



Keyvalues
func_brush:
- Minimum Light Level (_minlight) <float>
- The minimum level of ambient light that hits this brush.
- Solidity (Solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp) <boolean>
- Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- NPC class excluded from collisions (excludednpc) <classname>
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) <boolean>
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).Tip:If Solidity is Toggle, disabling func_brush also makes it non-solid.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Warning:In
, parenting this entity to another can break your map.
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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
func_brush:
- 2 : Ignore player +USE