Template:KV visiblebrush: Difference between revisions
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{{minititle|Visible Brush}} | |||
{{KV|Minimum Bounding Box Size (mins)|vector|Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.|nofgd=1}} | {{KV|Minimum Bounding Box Size (mins)|vector|Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.|nofgd=1}} | ||
{{KV|Maximum Bounding Box Size (maxs)|vector|Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.|nofgd=1}} | {{KV|Maximum Bounding Box Size (maxs)|vector|Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.|nofgd=1}} | ||
{{KV|Minimum Light (_minlight)|float|Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.}} | {{KV|Minimum Light (_minlight)|float|Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.}} | ||
{{KV|Collisions (solid)|choices|Method of collision for this entity.}} | |||
:*0: None | |||
:*1: BSP ([[QPhysics]]) {{not in FGD}} | |||
:*2: [[Bounding box|Bounding Box]] | |||
:*3: [[Bounding box|Oriented Bounding Box]] {{not in FGD}} | |||
:*4: [[Bounding box|Oriented Bounding Box]], constrained to Yaw only {{not in FGD}} | |||
:*5: Custom/Test {{not in FGD}} | |||
:*6: [[VPhysics]] | |||
{{KV|Model Index (modelindex)|short|Changes the entitiy's model to a precached model on the map. See [[Model Index]] for more information.|nofgd=1}} | |||
{{KV|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}} | |||
{{KV|[[Render Mode]] (rendermode)|choices|Set a non-standard rendering mode on this entity.}} | |||
:{{ExpandBox| | |||
:*0: Normal | |||
:*1: Color | |||
:*2: Texture | |||
:*3: Glow | |||
:*4: Solid/Alphatest | |||
:*5: Additive | |||
:*6: Removed, does nothing | |||
:*7: Additive Fractional Frame | |||
:*8: Alpha Add | |||
:*9: World Space Glow | |||
:*10: Don't Render}} | |||
{{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}} | |||
:{{ExpandBox| | |||
:*'''0:''' None | |||
:*'''1:''' Slow Pulse | |||
:*'''2:''' Fast Pulse | |||
:*'''3:''' Slow Wide Pulse | |||
:*'''4:''' Fast Wide Pulse | |||
:*'''5:''' Slow Fade Away | |||
:*'''6:''' Fast Fade Away | |||
:*'''7:''' Slow Become Solid | |||
:*'''8:''' Fast Become Solid | |||
:*'''9:''' Slow Strobe | |||
:*'''10:''' Fast Strobe | |||
:*'''11:''' Faster Strobe | |||
:*'''12:''' Slow Flicker | |||
:*'''13:''' Fast Flicker | |||
:*'''14:''' Constant Glow | |||
:*'''15:''' Distort | |||
:*'''16:''' Hologram (Distort + fade) | |||
:*'''17:''' Scale Up | |||
:*'''22:''' Spotlight FX | |||
:*'''23:''' Cull By Distance | |||
:*'''24:''' Fade Wider Pulse | |||
:*'''26:''' Fade Near}} | |||
:{{todo|18-21, 25}} | |||
{{KV|Render FX / Transparency (0 - 255) (renderamt)|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | |||
{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}} | |||
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}} | |||
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}} | |||
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}} |
Revision as of 04:02, 9 September 2018
Visible Brush:
- Minimum Bounding Box Size (mins) ([todo internal name (i)]) <vector> !FGD
- Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Maximum Bounding Box Size (maxs) ([todo internal name (i)]) <vector> !FGD
- Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Minimum Light (_minlight) ([todo internal name (i)]) <float>
- Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Collisions (solid) ([todo internal name (i)]) <choices>
- Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding Box
- 3: Oriented Bounding Box !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- Model Index (modelindex) ([todo internal name (i)]) <short> !FGD
- Changes the entitiy's model to a precached model on the map. See Model Index for more information.
- Damage Filter Name (damagefilter) ([todo internal name (i)]) <targetname>
- When this entity receives damage, it will filter by this entity.
- Render Mode (rendermode) ([todo internal name (i)]) <choices>
- Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- Render FX (renderfx) ([todo internal name (i)]) <choices>
- Preset pattern of appearance effects.
- 0: None
- 1: Slow Pulse
- 2: Fast Pulse
- 3: Slow Wide Pulse
- 4: Fast Wide Pulse
- 5: Slow Fade Away
- 6: Fast Fade Away
- 7: Slow Become Solid
- 8: Fast Become Solid
- 9: Slow Strobe
- 10: Fast Strobe
- 11: Faster Strobe
- 12: Slow Flicker
- 13: Fast Flicker
- 14: Constant Glow
- 15: Distort
- 16: Hologram (Distort + fade)
- 17: Scale Up
- 22: Spotlight FX
- 23: Cull By Distance
- 24: Fade Wider Pulse
- 26: Fade Near
Todo: 18-21, 25
- Render FX / Transparency (0 - 255) (renderamt) ([todo internal name (i)]) <integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Shadow Cast Distance (shadowcastdist) ([todo internal name (i)]) <integer>
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadows (disableshadows) ([todo internal name (i)]) <boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.