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 | {{KV Rendermode}} | ||
{{#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.)
VisibleBrush:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 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
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- 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
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD