Template:KV Sprite: Difference between revisions

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m (Added to Keyvalue Templates category)
m (Added {{lang}}.)
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<noinclude>{{otherlang2
<noinclude>{{lang|Template:KV Sprite}}__NOTOC__</noinclude>
|noborder=true
|ru=Template:KV_Sprite:ru
}}__NOTOC__</noinclude>
{{minititle|Sprite}}
{{minititle|Sprite}}
{{KV|Sprite Name (model)|string|The material to draw.}}
{{KV|Sprite Name (model)|string|The material to draw.}}

Revision as of 16:04, 29 August 2021

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]
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars