Template:KV Sprite: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(updates)
Line 1: Line 1:
; Framerate <code><[[string]]></code>
{{minititle|Sprite}}
: Rate at which the sprite should animate, if at all.
{{KV|Sprite Name (model)|string|The material to draw.}}
; Sprite Name <code><string></code>
{{KV|Scale (scale)|float|Scale multiplier of the sprite.
: The material to draw.
 
; Scale <code><[[float]]></code>
{{bug|Hammer's default sprite scale <code>0.25</code>, but the engine's is <code>1.0</code>. To synchronise the values, set this keyvalue to something.}}}}
: Scale multiplier of the sprite. {{note|Hammer's default sprite scale <code>0.25</code>, but the engine's is <code>1.0</code>. To synchronise the values, set this keyvalue to something.}}
{{KV|Framerate (framerate)|string|Rate at which the sprite should animate, if at all.}}
; Size of Glow Proxy Geometry <code><float></code>
{{KV|Starting Frame (frame)|nofgd=1|float|If the sprite is animated, the frame it should start animating on.}}
: Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space.  So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius pokes through nearby geometry the glow will be rendered.
{{KV|Size of Glow Proxy Geometry (GlowProxySize)|float|Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.}}
; HDR color scale <code><float></code>
{{KV|HDR color scale (HDRColorScale)|float|Color multiplier for players using [[HDR]].}}
: Float value to multiply sprite color by when running with [[HDR]].
{{ScrollBox|{{#if:{{{angles|}}} | {{KV Angles}} }}
{{KV DXLevelChoice}}
{{KV DXLevelChoice}}
{{KV RenderFields}}
{{KV Parentname}}
{{bug|In Team Fortress 2, env_sprites parented to moving entities such as {{ent|func_tracktrain}} get killed at the beginning of the round permanently until map change.}}
{{KV Targetname}}
}}

Revision as of 12:13, 2 October 2018

Sprite:

Sprite Name (model) ([todo internal name (i)]) <string>
The material to draw.
Scale (scale) ([todo internal name (i)]) <float>
Scale multiplier of the sprite.
Icon-Bug.pngBug:Hammer's default sprite scale 0.25, but the engine's is 1.0. To synchronise the values, set this keyvalue to something.  [todo tested in ?]
Framerate (framerate) ([todo internal name (i)]) <string>
Rate at which the sprite should animate, if at all.
Starting Frame (frame) ([todo internal name (i)]) <float> !FGD
If the sprite is animated, the frame it should start animating on.
Size of Glow Proxy Geometry (GlowProxySize) ([todo internal name (i)]) <float>
Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
HDR color scale (HDRColorScale) ([todo internal name (i)]) <float>
Color multiplier for players using HDR.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]