User:Orinuse/Template:KV BaseAnimating: Difference between revisions

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(lightingoriginhack personal progress save)
 
m (LightingOriginHack param working - progress save)
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<noinclude>TESTING THINGS FOR KV BASEANIMATING
<noinclude>TESTING THINGS FOR KV BASEANIMATING
----
----
{{User:Orinuse/Template:KV BaseAnimating|base=1}}
{{User:Orinuse/Template:KV BaseAnimating|l4d=1}}
</noinclude>
</noinclude>
<includeonly>{{minititle|BaseAnimating}}
<includeonly>{{minititle|BaseAnimating}}
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{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}}
:{{ExpandBox|
{{ExpandBox|
:*'''0''': Normal
:*'''0''': Normal
:*'''1''': Color
:*'''1''': Color
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<!--
<!--
   ++ LightingOriginHack ++
   ++ LightingOriginHack ++
    Done with switching!
-->
-->
<!-- SWITCH, CASE: L4D -->{{#switch:{{#if:{{{1}}}}} | {{#if:{{{l4d}}}}} | {{#if:{{{l4d2}}}}} =
<!-- IF: L4D or L4D2 -->{{#if:{{{l4d|}}}{{{l4d2|}}}|
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|removed={{l4ds}}|deprecated=1|nofgd=1}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|removed={{l4ds}}|deprecated=1|nofgd=1}}
|<!-- CASE: BASE -->{{#if:{{{base}}}}} =
|<!-- ELSE IF: BASE -->{{#if:{{{base|}}}|
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|nofgd=1}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|nofgd=1}}
|<!-- DEFAULT: -->
|<!-- ELSE: -->
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|nofgd=1}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin. Removed only in {{l4ds}}.|removed={{l4ds}}|nofgd=1}}
}}
}}}}
<!--
<h3>Miscellaneous</h3>
-->{{#if:{{{l4d|}}}|<!--
{{#if:{{{l4d|}}}|<!--
-->{{KV|Minimum CPU Level|intn=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}}
-->{{KV|Minimum CPU Level|intn=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 <code>(maxcpulevel)</code> {{KV Type|choices}} {{L4D add}}
;Maximum CPU Level <code>(maxcpulevel)</code> {{KV Type|choices}} {{L4D add}}

Revision as of 08:27, 15 April 2021

TESTING THINGS FOR KV BASEANIMATING


BaseAnimating:

Model

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
Cycle (cycle) <float> !FGD
The current frame of the currently playing animation, on a range from 0-1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map.
Warning.pngWarning:Using an invalid value will instantly crash the game, this includes 0 and 1.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in Portal, Left 4 Dead, Left 4 Dead 2, Source 2013.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Effects - Render

Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Render Mode (rendermode) <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 / Transparency (0 - 255) (renderamt) <integer>
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.
Render FX (renderfx) <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

Effects - Environment

Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Note.pngNote:Further research needed for this key, as inconsistencies like unavailability for prop_dynamic in Source 2013 exists.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (notinfo_lightingentity!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (removed since Left 4 Dead seriesLeft 4 Dead series) !FGD Obsolete
Deprecated.
Theinfo_lighting_relativefrom which to sample lighting instead of the entity's origin. Removed only in Left 4 Dead seriesLeft 4 Dead series.

Miscellaneous

Minimum CPU Level (mincpulevel) <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