Template:KV visiblebrush: Difference between revisions

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{{KV vrad}}
{{KV vrad}}
{{scrollBox|title=VisibleBrush|noscroll={{{noscroll|<noinclude>1</noinclude>}}}|
{{scrollBox|title=VisibleBrush|noscroll={{{noscroll|<noinclude>1</noinclude>}}}|
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.|nofgd={{{nofgd|}}}}}
{{KV Rendermode}}
{{Expand|title=Render Modes|margin_left=2em|
:*0: Normal
:*1: Color
:*2: Texture
:*3: Glow
:*4: Solid/Alphatest {{obs}}
:*5: Additive
:*6: Removed, does nothing {{obs}}
:*7: Additive Fractional Frame
:*8: Alpha Add
:*9: World Space Glow
:*10: Don't Render}}
{{#if: {{{b4l4d|}}}|{{KV Render FX|l4d=b4}} |{{#if: {{{postl4d|}}} | {{KV Render FX|l4d=onlyafter}} | {{KV Render FX}} }}}}
{{#if: {{{b4l4d|}}}|{{KV Render FX|l4d=b4}} |{{#if: {{{postl4d|}}} | {{KV Render FX|l4d=onlyafter}} | {{KV Render FX}} }}}}
{{KV|Render FX / Transparency (0–255)|intn=renderamt|int 0-255|Transparency amount; requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.|nofgd={{{nofgd|}}}}}
{{KV|Render FX / Transparency (0–255)|intn=renderamt|int 0-255|Transparency amount; requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.|nofgd={{{nofgd|}}}}}

Revision as of 04:15, 10 February 2024

Holder for a grab bag of keyvalues useful for visible brushes. Include |brush=1 on KV BaseEntity when using this. Add |b4l4d=1 to hide keyvalues added since that game, or |b4l4d=onlyafter to hide DXLevelChoice. {{{noscroll}}}, {{{prep2}}}, and {{{nofgd}}} will be passed to the appropriate templates. (The following preview has this disabled, but it works when transcluded.)

Template:KV vrad

VisibleBrush:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 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 0–255>
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.
Texture Frame (texframeindex) <integer> !FGD
The frame number for any animated textures on this entity.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]