Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions

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{{#if:{{{l4d|}}}{{{l4d2|}}}
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|{{KV|new=1|modelscale|float|src=BaseAnimating|Model Scale|value=1.0|since=EP2|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{Warning|Negative or extremely high values can cause crashes!}}{{note|Scale may not appear in {{hammer4|2}}, but will appear in-game (tested in {{dods}}). This is fixed in {{hammer++|2}} and {{strata|4}} Hammer.}}}}
|{{KV|new=1|modelscale|float|src=BaseAnimating|Model Scale|value=1.0|since=EP2|A multiplier for the size of the model. Negative values are accepted. Scales the physics model if the entity has a [[VPhysics]] object. {{Warning|Negative or extremely high values can cause crashes!}}{{note|Scale may not appear in {{hammer4|2}}, but will appear in-game (tested in {{dods}}). This is fixed in {{hammer++|2}} and {{strata|4}} Hammer.}}{{warning|Scaling physics objects is extremely expensive, and it can take x100 longer (~5 milliseconds) to spawn the entity! This is because it has to re-generate a new physics mesh each time. If this is an issue, recompile the model with the scaling baked in, or apply modelscale after spawning (only the visual will be scaled).}}}}
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Revision as of 04:47, 9 April 2024

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