Env model (GoldSrc): Difference between revisions
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{{KV|Body|intn=body|int|Display different sub-models 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|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| | {{KV|Behaviour when on|intn=m_iAction_On|choices|Behaviour of the model when on.}} | ||
:{| class=standard-table | :{| class=standard-table | ||
!| Value || Description | !| Value || Description | ||
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|} | |} | ||
{{KV|Sequence when off|intn=m_iszSequence_Off|string|Displays the animation sequence of the model when off.}} | {{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| | {{KV|Behaviour when off|intn=m_iAction_Off|choices|Behaviour of the model when off.}} | ||
:{| class=standard-table | :{| class=standard-table | ||
!| Value || Description | !| Value || Description |
Revision as of 02:49, 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>
- Behaviour 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>
- Behaviour 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]