Zoner's Half-Life Tools.fgd: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added the FGD)
 
mNo edit summary
Line 1: Line 1:
From: <code>\common\Half-Life\Valve Hammer Editor\fgd\zhlt.fgd</code>
Included with [[ZHLT]] and [[VHLT]].
<pre>
<pre>
// light_shadow
// light_shadow

Revision as of 11:51, 29 July 2023

Included with ZHLT and VHLT.

// light_shadow
// It creates toggleable shadow for func_door, func_breakable, ...
@PointClass color(255 255 0) = light_shadow : "Dynamic shadow control"
[
	// Control the shadow of this solid entity.
	// The solid entity must have 'Opaque' set in its lightflags.
	target(target_destination) : "Target solid entity"
	// Switch the light_shadow on/off will cause shadow to disappear/appear.
	targetname(target_source) : "Name"
	style(choices) : "Appearance (no name allowed)" : "" =
	[
		"" : "Normal"
		10: "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11: "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
		12 : "Underwater mutation"
	]
	pattern(string) : "Custom Appearance"
	convertto(choices) : "Classname in game" : "light" =
	[
		"light" : "light"
		"light_spot" : "light_spot"
	]
	spawnflags(flags) =
	[
		1 : "Initially dark" : 0
		2048 : "Not in Deathmatch" : 0
	]
]

// light_bounce
// Use as complement for light_shadow.
@PointClass color(255 255 0) = light_bounce : "Bounce light control"
[
	// Control the light bounced from this solid entity.
	target(target_destination) : "Target solid entity"
	// When the targeted entity disappear, switch on the light_shadow and switch off the light_bounce at the same time.
	targetname(target_source) : "Name"
	style(choices) : "Appearance (no name allowed)" : "" =
	[
		"" : "Normal"
		10: "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11: "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
		12 : "Underwater mutation"
	]
	pattern(string) : "Custom Appearance"
	convertto(choices) : "Classname in game" : "light" =
	[
		"light" : "light"
		"light_spot" : "light_spot"
	]
	spawnflags(flags) =
	[
		1 : "Initially dark" : 0
		2048 : "Not in Deathmatch" : 0
	]
]

// info_overview_point
// It makes all entities visible from this place. This is useful for overview mode (dev_overview 1).
// If "Reversed" is selected, this place will become visible from the entire map. This is useful for large skybox model.
@PointClass color(255 0 0) = info_overview_point : "Disable VIS here for overview"
[
	reverse(choices) : "Reversed" : "" =
	[
		"": "No"
		1: "Yes"
	]
]

// info_sunlight
// It generates a fake light_environment which defines sv_skycolor and sv_skyvec in game.
// If you are using multiple light_environments, you will probably need this entity.
@PointClass color(255 255 0) = info_sunlight : "light_environment information that affects model brightness"
[
	target(target_destination) : "Target"
	angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
	pitch(integer) : "Pitch" : -90
	_light(color255) : "Brightness" : "0 0 0 100"
]

// func_group
// It is not a real entity. Brushes in this entity are still world brushes.
@SolidClass = func_group : "Solid brushes"
[
	zhlt_noclip(choices) : "Passable" : "" =
	[
		"": "No"
		1: "Yes"
	]
]

// info_texlights
// It defines texture lights.
// Add any texture name as a key and their brightness as the value.
// Don't need to set colors because hlrad knows texture colors.
@PointClass color(255 0 0) = info_texlights : "Texture name : Brightness"
[
]

// info_smoothvalue
// It specifies smoothing threshold angle for each texture.
@PointClass color(255 0 0) = info_smoothvalue : "Texture name : Threshold of smooth angle"
[
]

// info_translucent
// It defines translucent effect for textures.
// 0.0 = normal (only receive light from front), 1.0 = receive 100% light from back and 0% from front.
// Can be used to simulate materials like fabric, coarse glass, plastic.
// The thickness of brush with translucent textures can not exceed 2 units.
@PointClass color(255 0 0) = info_translucent : "Texture name : translucent amount (0.0-1.0)"
[
]

// info_angularfade
// It gives textures metal like look.
// 1.0 = normal; higher value = brightness decrease more quickly when the angle increases
// Do not use this effect too much, because it looks unnatural and exaggerated.
@PointClass color(255 0 0) = info_angularfade : "Texture name : the speed at which light fade as its direction becomes parellel to the texture (default 1.0)"
[
]

// light_surface
// It defines texture lights.
// It is recommended to replace lights.rad and info_texlights with this entity.
@PointClass color(255 255 0) = light_surface : "Advanced texture light"
[
	_tex(string) : "Texture name" : "" // texture name (not case sensitive)
	_frange(string) : " Filter max distance" : "" // max distance from face center to this entity
	_fdist(string) : " Filter max dist to plane" : "" // max distance from face plane to this entity
	_fclass(string) : " Filter entity classname" : ""
	_fname(string) : " Filter entity name" : ""
	_light(string) : "Texture brightness" : "80" // value >= 80 will ensure full brightness. Colored brightness is not recommended.
	_texcolor(color255) : " Color(replace texture color)" : "" // emit light as if the texture is in this color
	//  Note:
	//    If you want to set cone angle or any other value to 0,
	//      '0.0' should be used instead of '0'.
	//    This is a bug in Hammer.
	_cone(string) : " Inner(bright) angle(90default)" : "" // should be 90 for conventional texlights
	_cone2(string) : " Outer(fading) angle(90default)" : "" // should be 90 for conventional texlights
	_scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting
	_chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale
	_fast(choices) : " Fast" : "" =
	[
		"": "Auto"
		1: "Yes"
		2: "No"
	]
	// 'light_surface' will not be recognized by the game if we don't change its classname.
	convertto(choices) : "Classname in game" : "light" =
	[
		"light" : "light"
		"light_spot" : "light_spot"
	]
	targetname(target_source) : " Name" : "" // create a new light style with this name
	style(choices) : " Appearance (no name allowed)" : "" = // use predefined light styles which have predefined patterns
	[
		"" : "Normal"
		10: "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11: "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
		12 : "Underwater mutation"
	]
	//  Light of the same style share the same pattern.
	pattern(string) : " Custom Appearance" : "" // pattern defined by a sequence of letters
	spawnflags(flags) =
	[
		1 : "Initially dark" : 0
		2048 : "Not in Deathmatch" : 0
	]
]

// func_detail
// Similar in function to the func_detail in Source, though it is still subject to the bsp file format.
@SolidClass = func_detail : "Detail brushes"
[
	// You can leave the detail level to 1. For tiny objects, you might set to 2, so that they won't chop faces of other func_details.
	zhlt_detaillevel(integer) : "Detail level" : 1
	// For large shapes such as terrain and walls, set this to no less than their detail level, so that they can chop the faces of adjacent world brushes.
	zhlt_chopdown(integer) : "Lower its level to chop others" : 0
	// Usually you don't have to use this.
	zhlt_chopup(integer) : "Raise its level to get chopped" : 0
	// Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem.
	zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1
	// Very useful option which can reduce clipnode count.
	zhlt_noclip(choices) : "Passable" : "" =
	[
		"": "No"
		1: "Yes"
	]
]

// info_hullshape
// It replaces the default cuboid shape of the player when generating collision hulls for certain brushes.
@SolidClass = info_hullshape : "Hull shape definition"
[
	targetname(target_source) : "Name"
	defaulthulls(choices) : "Set as default shape" : "" =
	[
		"": "No"
		2: "for hull 1"
		4: "for hull 2"
		8: "for hull 3"
	]
	disabled(choices) : "Disable this entity" : "" =
	[
		"": "No"
		1: "Yes"
	]
]