This article's documentation is for anything that uses the Source engine. Click here for more information.

Entity: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(Removing the overviews as it only links to this page and the Russian.)
Line 3: Line 3:


__NOTOC__
__NOTOC__
{{misleading|page}}
An object defined within {{src|4}} or {{source2|4}} as having characteristics which differentiate it from "the [[worldspawn|world]]" (world brushes).
An object defined within {{src|4}} or {{source2|4}} as having characteristics which differentiate it from "the [[worldspawn|world]]" (world brushes).
== Types of entities ==
== Types of entities ==
Line 16: Line 15:
|align="center"|[[Brush entity]]
|align="center"|[[Brush entity]]
|align="center"|{{src|4}} and earlier
|align="center"|{{src|4}} and earlier
|{{:Brush entity}}
|A '''Brush Entity''' is an [[entity]] type in the {{gldsrc|4}} and {{source|4}} engines, created by ''tying'' an entity to a BSP geometry [[brush]] in the map, giving the brush a specific effect or ability defined by the entity ''tied'' to it.<br>(The default shortcut is {{Key|Ctrl}} + {{Key|T}} after selecting a brush)
|-
|-
|align="center"|[[Point entity]]
|align="center"|[[Point entity]]
|align="center"|{{src|4}} and {{source2|4}}
|align="center"|{{src|4}} and {{source2|4}}
|{{:Point entity}}
|'''Point Entities''' are [[entity|entities]] created at a specific position point on the [[coordinates|grid]]. Some require a model to be selected for them in order to function fully.
|-
|-
|align="center"|[[Mesh entity]]
|align="center"|[[Mesh entity]]
|rowspan="2" align="center"|Only in {{source2|4}}
|rowspan="2" align="center"|Only in {{source2|4}}
|{{:Mesh entity}}
|'''Mesh entities''' available only in {{source2|4}}.<br>'''Mesh entities''' replace the {{source|4}} [[brush entity|brush entities]]. Since {{Source2|4}} no longer uses [[BSP]] [[brushes]], [[entities]] that need to be associated with geometry are now tied to Hammer meshes instead.
|-
|-
|align="center"|[[Path entity]]
|align="center"|[[Path entity]]
|{{:Path entity}}
|Path entities are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P).
|-
|-
! colspan="3" | By Internality
! colspan="3" | By Internality
Line 33: Line 32:
|align="center"|[[Internal entity]]
|align="center"|[[Internal entity]]
|rowspan="2" align="center"| In all Engines
|rowspan="2" align="center"| In all Engines
|{{:Internal entites/overview}}
|'''Internal [[entity|entities]]''' are those which are processed by [[VBSP]] then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the [[entity limit]].<br>Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk.
|-
|-
|align="center"|[[:Category:Non-internal entity|Non-Internal entity]]
|align="center"|[[:Category:Non-internal entity|Non-Internal entity]]
|{{:Non-Internal entites/overview}}
|{{misleading|section}} A '''Non-Internal entity''' is when there is no entity in the FGD by default. an FGD tells {{hammer|4.1}} what entities exist in the engine, and what keyvalues, inputs, outputs, and flags they have.<br>If information for an [[entity]] is missing from an FGD, it can be manually added through Hammer without it. FGD info is not ''required'' to use anything, but it does help make the mapping process much simpler.<br>''See [[Non-FGD features]] for more info''.
|}
|}



Revision as of 06:19, 7 August 2024

English (en)Deutsch (de)Español (es)Hrvatski (hr)Português (pt)Русский (ru)中文 (zh)Translate (Translate)


An object defined within Source Source or Source 2 Source 2 as having characteristics which differentiate it from "the world" (world brushes).

Types of entities

Types available in Info
By Form
Brush entity Source Source and earlier A Brush Entity is an entity type in the GoldSrc GoldSrc and Source Source engines, created by tying an entity to a BSP geometry brush in the map, giving the brush a specific effect or ability defined by the entity tied to it.
(The default shortcut is Ctrl + T after selecting a brush)
Point entity Source Source and Source 2 Source 2 Point Entities are entities created at a specific position point on the grid. Some require a model to be selected for them in order to function fully.
Mesh entity Only in Source 2 Source 2 Mesh entities available only in Source 2 Source 2.
Mesh entities replace the Source Source brush entities. Since Source 2 Source 2 no longer uses BSP brushes, entities that need to be associated with geometry are now tied to Hammer meshes instead.
Path entity Path entities are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P).
By Internality
Internal entity In all Engines Internal entities are those which are processed by VBSP then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the entity limit.
Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk.
Non-Internal entity
Info content.png
This section may have misleading content. Please help clarify the content.
For help, see the VDC Editing Help. Also, remember to check for any notes left by the tagger at this article's talk page.
A Non-Internal entity is when there is no entity in the FGD by default. an FGD tells Hammer Hammer what entities exist in the engine, and what keyvalues, inputs, outputs, and flags they have.
If information for an entity is missing from an FGD, it can be manually added through Hammer without it. FGD info is not required to use anything, but it does help make the mapping process much simpler.
See Non-FGD features for more info.

Limitations

For reasons of memory allocation, there is a limit to the number of entities GoldSrc GoldSrc/Source Source/Source 2 Source 2 can manage at once.

The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.

For more info, see Entity limit.

See also