Template:KV CBaseAnimating: Difference between revisions
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SirYodaJedi (talk | contribs) (add the other two KVs that are likely to be relevant across multiple use-cases) |
SirYodaJedi (talk | contribs) (Source 2007 doesn't have modelscale, but Alien Swarm does. Need to check L4D) |
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| {{KV|Uniform Scale Override|intn=uniformscale|float|A multiplier for the size of the static prop model.|since={{csgo}}|}} | | {{KV|Uniform Scale Override|intn=uniformscale|float|A multiplier for the size of the static prop model.|since={{csgo}}|}} | ||
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (preferably {{ent|info_lighting}}) from which to sample lighting instead of the entity's [[origin]], if per-vertex lighting is disabled on this prop.}} | {{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (preferably {{ent|info_lighting}}) from which to sample lighting instead of the entity's [[origin]], if per-vertex lighting is disabled on this prop.}} | ||
| {{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model.|since={{Src13}}}} | | {{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model.|since={{as}}|also={{Src13}}}} | ||
{{#if:{{{no body|}}}||<!--Hide body KV if overridden by game code --> | {{#if:{{{no body|}}}||<!--Hide body KV if overridden by game code --> | ||
{{KV|Bodygroup|intn=body or SetBodyGroup|int|Some models have multiple [[$bodygroup|submodels]]. This value selects from the index, starting with 0. May be overridden by animations and/or game code. {{note|If both {{code|body}} and {{code|SetBodyGroup}} are present (even if set to 0), {{code|body}} will be prioritized.}}}} | {{KV|Bodygroup|intn=body or SetBodyGroup|int|Some models have multiple [[$bodygroup|submodels]]. This value selects from the index, starting with 0. May be overridden by animations and/or game code. {{note|If both {{code|body}} and {{code|SetBodyGroup}} are present (even if set to 0), {{code|body}} will be prioritized.}}}} |
Revision as of 13:23, 16 August 2024
Studiomodel:
- World Model (model) <string>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
- Bodygroup (body or SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.
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
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
The above documentation is transcluded from Template:KV CBaseAnimating/doc. (Edit | Page history)
Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages.
Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages.