Template:KV BaseAnimating/sandbox: Difference between revisions
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{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK -->{{ExpandBox| | {{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK -->{{ExpandBox| | ||
:*'''0''': None | :*'''0''': None | ||
:*'''1''': BSP ([[QPhysics]]) {{ | :*'''1''': BSP ([[QPhysics]]) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} {{bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} | ||
:*'''2''': [[Bounding box|Bounding Box]] | :*'''2''': [[Bounding box|Bounding Box]] | ||
:*'''3''': [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities) {{Not in FGD}} | :*'''3''': [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | ||
:*'''4''': [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only {{Not in FGD}} | :*'''4''': [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | ||
:*'''5''': Custom/Test (Usually no collision with anything) {{Not in FGD}} | :*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | ||
:*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}} | :*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}} | ||
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{ent|$hboxset}} to use.|nofgd=1}} | {{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{ent|$hboxset}} to use.|nofgd=1}} | ||
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{{KV|Start Fade Distance|intn=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]].|nofgd={{{nofgd|}}}}} | {{KV|Start Fade Distance|intn=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]].|nofgd={{{nofgd|}}}}} | ||
{{KV|End Fade Distance|intn=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 | {{KV|End Fade Distance|intn=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.|nofgd={{{nofgd|}}}}} | ||
{{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|$noforcedfade}}.|nofgd={{{nofgd|}}}}} | {{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.|nofgd={{{nofgd|}}}}} | ||
{{KV| | {{KV|FX Amount/Transparency (0–255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.|nofgd={{{nofgd|}}}}} | ||
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}} | {{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}} | ||
{{KV Render FX}} | {{KV Render FX}} | ||
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:*'''4''': Solid/Alphatest {{obs}} | :*'''4''': Solid/Alphatest {{obs}} | ||
:*'''5''': Additive | :*'''5''': Additive | ||
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if: {{{nofgd|}}}||{{not in | :*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if: {{{nofgd|}}}||{{not in FGD}} }} | ||
:*'''7''': Additive Fractional Frame | :*'''7''': Additive Fractional Frame | ||
:*'''8''': Alpha Add {{#if: {{{nofgd|}}}||{{not in | :*'''8''': Alpha Add {{#if: {{{nofgd|}}}||{{not in FGD}} }} | ||
:*'''9''': World Space Glow | :*'''9''': World Space Glow | ||
:*'''10''': Don't Render}}|nofgd={{{nofgd|}}}}} | :*'''10''': Don't Render}}|nofgd={{{nofgd|}}}}} | ||
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{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}} | {{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}} | ||
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.|nofgd={{{nofgd|}}}}} | {{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.|nofgd={{{nofgd|}}}}} | ||
{{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={{{nofgd|}}}}} | {{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={{{nofgd|}}}}} | ||
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}} | {{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}} | ||
{{#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.|not={{l4ds}}|nofgd=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1--> | {{#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.|not={{l4ds}}|nofgd=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1--> | ||
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked | {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked | ||
-->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to<code>[[Effect flags|EF_NOFLASHLIGHT]]</code>.|since=P2|nofgd={{{nofgd|}}}}} | -->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to<code>[[Effect flags|EF_NOFLASHLIGHT]]</code>.|since=P2|nofgd={{{nofgd|}}}}} | ||
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from{{ent|env_projectedtexture}}entities. Identical to<code>[[Effect flags|EF_NOSHADOWDEPTH]]</code>.|since=P2|nofgd={{{nofgd|}}}}} | {{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}} entities. Identical to<code>[[Effect flags|EF_NOSHADOWDEPTH]]</code>.|since=P2|nofgd={{{nofgd|}}}}} | ||
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>. | {{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>. | ||
:*0: Default | :*0: Default |