Template:KV visiblebrush: Difference between revisions
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{{minititle|Visible Brush}} | <noinclude>Holder for a grab bag of keyvalues useful for visible brushes. Include <code>brush=1</code> on KV BaseEntity when using this. | ||
Add <code>l4d=1</code> for keyvalues added by that game.</noinclude>{{minititle|Visible Brush}} | |||
{{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|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}} | {{KV|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}} | ||
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{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}} | {{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.}} | {{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}} | ||
{{KV|Texture Frame (texframeindex)|int|The frame number for any animated textures on this entity.}} | {{KV|Texture Frame (texframeindex)|int|The frame number for any animated textures on this entity.}}<!-- | ||
-->{{#if:{{{l4d|}}}|{{KV|Minimum CPU Level (mincpulevel)|choices|A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".|since=L4D}} | |||
;Maximum CPU Level (maxcpulevel) {{KV Type|choices}} {{L4D add}} | |||
:*0: Default | |||
:*1: Low | |||
:*2: Medium | |||
:*3: High | |||
;Minimum GPU Level (mingpulevel) {{KV Type|choices}} {{L4D add}} | |||
;Maximum GPU Level (maxgpulevel) {{KV Type|choices}} {{L4D add}} | |||
:*0: Default | |||
:*1: Very low | |||
:*2: Low | |||
:*3: Medium | |||
:*4: High}}<noinclude>{{KV|Minimum CPU Level (mincpulevel)|choices|A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".|since=L4D}} | |||
;Maximum CPU Level (maxcpulevel) {{KV Type|choices}} {{L4D add}} | |||
:*0: Default | |||
:*1: Low | |||
:*2: Medium | |||
:*3: High | |||
;Minimum GPU Level (mingpulevel) {{KV Type|choices}} {{L4D add}} | |||
;Maximum GPU Level (maxgpulevel) {{KV Type|choices}} {{L4D add}} | |||
:*0: Default | |||
:*1: Very low | |||
:*2: Low | |||
:*3: Medium | |||
:*4: High</noinclude> |
Revision as of 01:15, 22 September 2018
Holder for a grab bag of keyvalues useful for visible brushes. Include brush=1
on KV BaseEntity when using this.
Add l4d=1
for keyvalues added by that game.Visible Brush:
- 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.
- 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> !FGD
- 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.
- Disable Receiving Shadows (disablereceiveshadows) ([todo internal name (i)]) <boolean>
- Prevent the entity from receiving shadows on itself.
- Texture Frame (texframeindex) ([todo internal name (i)]) <integer>
- The frame number for any animated textures on this entity.
- Minimum CPU Level (mincpulevel) ([todo internal name (i)]) <choices> (in all games since
)
- A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
- Maximum CPU Level (maxcpulevel) <choices> Template:L4D add
-
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level (mingpulevel) <choices> Template:L4D add
- Maximum GPU Level (maxgpulevel) <choices> Template:L4D add
-
- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High