Template:KV visiblebrush: Difference between revisions
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1416006136 (talk | contribs) m (Fix template) |
1416006136 (talk | contribs) (Use template {{KV}} to add internal name to key value) |
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Add <code>l4d=1</code> for keyvalues added by that game.</noinclude>{{minititle|Visible Brush}} | Add <code>l4d=1</code> for keyvalues added by that game.</noinclude>{{minititle|Visible Brush}} | ||
{{KV|Minimum Light | {{KV|Minimum Light|intn=_minlight|float|Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.}} | ||
{{KV|Damage Filter Name | {{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}} | ||
{{KV|[[Render Mode]] | {{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}} | ||
:{{ExpandBox| | :{{ExpandBox| | ||
:*0: Normal | :*0: Normal | ||
Line 18: | Line 18: | ||
:*9: World Space Glow | :*9: World Space Glow | ||
:*10: Don't Render}} | :*10: Don't Render}} | ||
{{KV|Render FX | {{KV|Render FX|intn=renderfx|choices|Preset pattern of appearance effects.}} | ||
:{{ExpandBox| | :{{ExpandBox| | ||
:*'''0:''' None | :*'''0:''' None | ||
Line 43: | Line 43: | ||
:*'''26:''' Fade Near}} | :*'''26:''' Fade Near}} | ||
:{{todo|18-21, 25}} | :{{todo|18-21, 25}} | ||
{{KV|Render FX / Transparency (0 - 255) | {{KV|Render FX / Transparency (0 - 255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | ||
{{KV|Render Color (R G B) | {{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}} | ||
{{KV|Shadow Cast Distance | {{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{ent|shadow_control}} entity.|nofgd=1}} | ||
{{KV|Shadows | {{KV|Shadows|intn=vrad_brush_cast_shadows|nofgd=1|int|Determines if this entity will cast [[lightmap]] shadows. | ||
:*0: No shadows | :*0: No shadows | ||
:*1: Cast shadows}} | :*1: Cast shadows}} | ||
{{KV|Disable Shadows | {{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}} | ||
{{KV|Disable Receiving Shadows | {{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}} | ||
{{KV|Texture Frame | {{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}}<!-- | ||
-->{{#if:{{{l4d|}}}|{{KV|Minimum CPU Level | -->{{#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}} | ||
;Maximum CPU Level | ;Maximum CPU Level {{KV Type|choices}} {{L4D add}} | ||
:*0: Default | :*0: Default | ||
:*1: Low | :*1: Low | ||
Line 64: | Line 64: | ||
:*2: Low | :*2: Low | ||
:*3: Medium | :*3: Medium | ||
:*4: High}}<noinclude>{{KV|Minimum CPU Level | :*4: High}}<noinclude>{{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|Maximum CPU Level|intn=maxcpulevel|choices| | |||
:*0: Default | :*0: Default | ||
:*1: Low | :*1: Low | ||
:*2: Medium | :*2: Medium | ||
:*3: High | :*3: High|since=L4D}} | ||
{{KV|Minimum GPU Level|intn=mingpulevel|choices|since=L4D}} | |||
{{KV|Maximum GPU Level|intn=maxgpulevel|choices|:*0: Default | |||
:*0: Default | |||
:*1: Very low | :*1: Very low | ||
:*2: Low | :*2: Low | ||
:*3: Medium | :*3: Medium | ||
:*4: High</noinclude> | :*4: High|since=L4D}}</noinclude> |
Revision as of 20:36, 5 January 2022
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) <float>
- Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name (damagefilter) <targetname>
- When this entity receives damage, it will filter by this entity.
- 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 (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
- 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.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Shadows (vrad_brush_cast_shadows) <integer> !FGD
- Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- 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.
- Texture Frame (texframeindex) <integer> !FGD
- The frame number for any animated textures on this entity.
- Minimum CPU Level (mincpulevel) <choices> (in all games since
)
- 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> (in all games since
)
-
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level (mingpulevel) <choices> (in all games since
)
- Maximum GPU Level (maxgpulevel) <choices> (in all games since
)
-
- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High