Template:KV visiblebrush: Difference between revisions

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m (added to the "Keyvalue Templates" category.)
mNo edit summary
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<noinclude>{{lang|Template:KV visiblebrush}}
<noinclude>{{lang|Template:KV visiblebrush}}
Holder for a grab bag of keyvalues useful for visible brushes. Include <code>brush=1</code> on KV BaseEntity when using this.
Holder for a grab bag of keyvalues useful for visible brushes. Include <code>brush=1</code> on KV BaseEntity when using this.
[[Category:Keyvalue Templates]]
[[Category:Keyvalue Templates|v]]
Add <code>l4d=1</code> for keyvalues added by that game.
Add <code>l4d=1</code> for keyvalues added by that game. (The preview here has this enabled.)
</noinclude>{{minititle|Visible Brush}}
</noinclude>{{scrollBox|title=VisibleBrush|
{{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|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|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}}
{{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}}
Line 12: Line 12:
:*2: Texture
:*2: Texture
:*3: Glow
:*3: Glow
:*4: Solid/Alphatest
:*4: Solid/Alphatest {{obs}}
:*5: Additive
:*5: Additive
:*6: Removed, does nothing
:*6: Removed, does nothing {{obs}}
:*7: Additive Fractional Frame
:*7: Additive Fractional Frame
:*8: Alpha Add
:*8: Alpha Add
:*9: World Space Glow
:*9: World Space Glow
:*10: Don't Render}}
:*10: Don't Render}}
{{KV|Render FX|intn=renderfx|choices|Preset pattern of appearance effects.}}
{{#if: {{{l4d|}}}|{{KV Render FX|l4d=b4}}|{{KV Render FX}} }}
:{{ExpandBox|
:*'''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}}
{{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 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)|intn=rendercolor|color255|Color tint.}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}}
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{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}}<!--
{{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}}<!--
-->{{#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}}
--><includeonly>{{#if: {{{l4d|}}}|</includeonly>{{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
:*1: Low
:*2: Medium
:*3: High|since=L4D}}
{{KV|Minimum GPU Level|intn=mingpulevel|choices|since=L4D}}
{{KV|Maximum GPU Level|intn=maxgpulevel|choices|:*0: Default
:*1: Very low
:*2: Low
:*3: Medium
:*4: High|since=L4D}}}}<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|
{{KV|Maximum CPU Level|intn=maxcpulevel|choices|
:*0: Default
:*0: Default
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:*2: Low
:*2: Low
:*3: Medium
:*3: Medium
:*4: High|since=L4D}}</noinclude>
:*4: High|since=L4D}}<includeonly>}}</includeonly>}}

Revision as of 11:32, 12 May 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. (The preview here has this enabled.)

VisibleBrush:
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 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 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 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> (in all games since Left 4 Dead)
  • 0: Default
  • 1: Low
  • 2: Medium
  • 3: High
Minimum GPU Level (mingpulevel) <choices> (in all games since Left 4 Dead)
Maximum GPU Level (maxgpulevel) <choices> (in all games since Left 4 Dead)
  • 0: Default
  • 1: Very low
  • 2: Low
  • 3: Medium
  • 4: High