Brush entity/Rendering related keyvalues and inputs: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
== Keyvalues ==
== Keyvalues ==
{{KV visiblebrush}}
{{KV visiblebrush}}
{{KV Reflection}}


== Inputs ==
== Inputs ==

Revision as of 14:37, 2 September 2024

Keyvalues

Red x.png
This template (and its redirect) is Wikipedia icon Deprecated. Its use is not recommended and its functionality may be compromised.
Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.
Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Inputs

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <booleanRedirectInput/boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different from rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

See Also