Env model (GoldSrc): Difference between revisions

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{{stub}}{{DISPLAYTITLE:{{mono|env_model}}}}
{{entity|env_model|<!--sprite=1-->|type=point|engine=gldsrc|game=Day of Defeat}}  
{{code|env_model}} is a point entity available in {{dod|4}}, originally found in [[Spirit of Half-Life]]. It is used to place a model (usually an [[MDL (GoldSrc)|MDL]]) on a map, with optional animation and ''no collision''.
Originally found in [[Spirit of Half-Life]], it is used to place a model (usually an [[MDL (GoldSrc)|MDL]]) on a map, with optional animation and ''no collision''.
Env_models do not have any collision, and will not cast shadows with normal compilers. To workaorund this create a brush-based collision mesh and tie it to a {{ent|func_wall (GoldSrc)|alt=func_wall}} with {{code|renderamt}} set to 0 (aka invisible). Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces. This will also cast lightmap shadows, unless alphatest ({{code|{}}) textures are used.}} }} In the official [[.fgd]] file it is descibed as "new alternative to cyclers".


{{warning|Env_models do not have any collision, and will not cast shadows with normal compilers.
== Key Values ==
{{workaround|Create a brush-based collision mesh and tie it to a{{ent|func_wall (GoldSrc)|alt=func_wall}} with {{code|renderamt}} set to 0 (aka invisible). Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces. This will also cast lightmap shadows, unless alphatest ({{code|{}}) textures are used.}} }}
{{Hl1_kv_targetname}}
== Entity description ==
{{KV_Angles}}
=== KeyValues ===
{{Hl1_kv_renderfields}}
=== Flags ===
{{KV|Model name|intn=model|studio|Path to the model to be displayed.}}
{{KV|Skin|intn=skin|int|Display different skins of the model if aviable.}}
{{KV|Body|intn=body|int|Display different sub-models of the model if aviable.}}
{{KV|Sequence when on|intn=m_iszSequence_On|string|Displays the animation sequence of the model when on.}}
{{KV|Behaviour when on|intn=m_iAction_On|choices|Behaviou of the model when on.}}
:{| class=standard-table
!| Value || Description
|-
| 0 || Freeze when sequence ends
|-
| 1 || Loop
|-
| 2 || Change state when sequence ends
|}
{{KV|Sequence when off|intn=m_iszSequence_Off|string|Displays the animation sequence of the model when off.}}
{{KV|Behaviour when off|intn=m_iAction_Off|choices|Behaviou of the model when off.}}
:{| class=standard-table
!| Value || Description
|-
| 0 || Freeze when sequence ends
|-
| 1 || Loop
|-
| 2 || Change state when sequence ends
|}


== See also ==
== Flags ==
* {{ent|cycler_sprite|eng=goldsrc}} - Similar entity available in all {{goldsrc|4}} games, without animation. Can display MDL and BSP models, despite its name. Most frequently used in {{cs|4}}; have issues when used in singleplayer.
{{fl|1|Initially Off|}}
* {{ent|item_generic|eng=goldsrc}} - Equivalent entity in {{hlop4|4}}, {{czero|4}}, {{czeror|4}}, and {{sven|4}}.
{{fl|2|Drop to Floor|}}
* {{ent|prop_dynamic}} - comparable entity in {{src|4}}
 
[[Category:Non-internal entities]]
[[Category:Point Entities]]
[[Category:Day of Defeat Entities]]

Revision as of 02:48, 16 August 2023

Template:Entity Originally found in Spirit of Half-Life, it is used to place a model (usually an MDL) on a map, with optional animation and no collision. Env_models do not have any collision, and will not cast shadows with normal compilers. To workaorund this create a brush-based collision mesh and tie it to a func_wall with renderamt set to 0 (aka invisible). Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces. This will also cast lightmap shadows, unless alphatest ({) textures are used.}} }} In the official .fgd file it is descibed as "new alternative to cyclers".

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
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)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.


Model name (model) <model path>
Path to the model to be displayed.
Skin (skin) <integer>
Display different skins of the model if aviable.
Body (body) <integer>
Display different sub-models of the model if aviable.
Sequence when on (m_iszSequence_On) <string>
Displays the animation sequence of the model when on.
Behaviour when on (m_iAction_On) <choices>
Behaviou of the model when on.
Value Description
0 Freeze when sequence ends
1 Loop
2 Change state when sequence ends
Sequence when off (m_iszSequence_Off) <string>
Displays the animation sequence of the model when off.
Behaviour when off (m_iAction_Off) <choices>
Behaviou of the model when off.
Value Description
0 Freeze when sequence ends
1 Loop
2 Change state when sequence ends

Flags

Initially Off : [1]
Drop to Floor : [2]