Env sprite clientside: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(env_sprite_clientside also works in CS:GO)
(Updated with proper parameters, removed FGD code, added Garry's Mod availability)
Line 1: Line 1:
{{base point multi|env_sprite_clientside|game1=Portal 2|game2=Counter-Strike: Global Offensive}}
{{Point ent|env_sprite_clientside|since=Portal 2}} It is an entity that controls the drawing of a sprite in the world, created clientside so cannot be parented to moving things and will use up no network bandwidth or CPU. (Doesn’t use edicts)
 
:{{note|This entity is also available in {{game link|Garry's Mod}}.}}
==Entity description==
An entity that controls the drawing of a sprite in the world, created clientside so cannot be parented to moving things and will use up no network bandwidth or CPU. (Doesn’t use edicts)


==Keyvalues==
==Keyvalues==
{{KV|Framerate|string|Rate at which the sprite should animate, if at all.}}
{{KV Sprite}}
{{KV|Sprite Name|sprite|Material of the sprite to be drawn.}}
{{KV|Size of Glow Proxy Geometry.|float|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 would be visible (poking through any nearby geometry), the glow will be rendered.}}
{{KV|HDR color scale.|float|float value to multiply sprite color by when running in HDR mode.}}
{{KV Targetname}}
{{KV Parentname}}
{{KV RenderFields}}
{{KV RenderFields}}
{{KV DXLevelChoice}}
{{KV BaseEntity}}


==Flags==
==Flags==
* 1 : Start on
{{Fl Sprite}}
* 2 : Play Once


==Inputs==
==Inputs==
{{I Targetname}}
{{I Sprite}}
{{I Parentname}}
{{I RenderFields}}
{{I RenderFields}}
{{I BaseEntity}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity}}
{{O RenderFields}}
 
===FGD Code===
<pre>@PointClass base(Targetname, Parentname, RenderFields,DXLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite_clientside :
"An entity that controls the drawing of a sprite in the world, created clientside so cannot be parented to moving things and will use up no network bandwidth or CPU."
[
framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all."
model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn."
scale(string) : "Scale" : "" : "Scale multiplier of the sprite."
spawnflags(flags) =
[
1: "Start on" : 0
2: "Play Once" : 0
]
 
GlowProxySize(float) : "Size of Glow Proxy Geometry." : "2.0" : "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 would be visible (poking through any nearby geometry), the glow will be rendered."
 
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode."
]</pre>


==See also==
==See also==

Revision as of 15:26, 14 October 2020

Template:Point ent It is an entity that controls the drawing of a sprite in the world, created clientside so cannot be parented to moving things and will use up no network bandwidth or CPU. (Doesn’t use edicts)

Note.pngNote:This entity is also available in Garry's Mod Garry's Mod .

Keyvalues

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.


Flags

Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

Inputs

Note.pngNote:Archived page history. Content moved to env_sprite
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Outputs

See also