Env model (GoldSrc): Difference between revisions
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Important:Env_models do not have any collision, and will not cast shadows with normal compilers.
Workaround: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.
m (Dmx6 moved page Env model to Env model (GoldSrc): To be consistent with the other articles of GoldSrc Entity Articles) |
SirYodaJedi (talk | contribs) m (Make distinct) |
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{{entity|env_model|<!--sprite=1-->|type=point|engine=gldsrc|game=Day of Defeat}} | {{entity|env_model|<!--sprite=1-->|type=point|engine=gldsrc|game=Day of Defeat}} | ||
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''. In the official [[.fgd]] file it is descibed as "new alternative to cyclers". | ||
Env_models do not have any collision, and will not cast shadows with normal compilers. | {{modernImportant|Env_models do not have any collision, and will not cast shadows with normal compilers. {{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.}} }} | ||
== Key Values == | == Key Values == |
Revision as of 10:03, 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. 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]