Template:KV visiblebrush: Difference between revisions

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(added l4d keyvalues)
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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.
Render Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Color tint.
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 Left 4 Dead)
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