Env sprite (GoldSrc): Difference between revisions
		
		
		
		
		
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SirYodaJedi (talk | contribs) No edit summary  | 
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{{tabs|env_sprite|goldsrc = 1|source = 1|main = source}}  | {{tabs|env_sprite|goldsrc = 1|source = 1|main = source}}  | ||
{{CD|CSprite|goldsrc=1}}  | |||
{{this is a|point entity|name=env_sprite|engine=GoldSrc}} It creates a [[sprite]] in the world. Sprites always face the player. It can also be used to display [[MDL (GoldSrc)|MDL]] or [[BSP (GoldSrc)|BSP]] models.  | {{this is a|point entity|name=env_sprite|engine=GoldSrc}} It creates a [[sprite]] in the world. Sprites always face the player. It can also be used to display [[MDL (GoldSrc)|MDL]] or [[BSP (GoldSrc)|BSP]] models.  | ||
Revision as of 22:42, 2 September 2024
| CSprite | 
env_sprite  is a   point entity  available in all 
 GoldSrc games. It creates a sprite in the world. Sprites always face the player. It can also be used to display MDL or BSP models.
Key Values
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
 
- Framerate (framerate) <float>
 - Rate at which the sprite should animate, if at all. For SPR, this is a absolute framerate (max 10), whereas for MDL, this is a scalar.
 
- Model (model) <model path>
 - Model to display (MDL, BSP, or SPR). Relative to mod folder.
 
- Colormap (colormap) <integer>
 - Works like the deathmatch recolor system, wherein this KV equals 
(bottomcolor * 256) + topcolor. This value can be calculated using
.
Tip:In 
 Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity. 
- Scale (scale) <float>
 - Scale multiplier of the sprite (SPR only).
 
- Render FX (renderfx) <choices>
 - Render FX mode to use, for special effects.
 
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 
- Render Mode (rendermode) <choices>
 - Render Mode to use.
 
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive 
- Render Amount (0-255) (renderamt) <integer>
 - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
 - Render Color (R G B) (rendercolor) <color255>
 - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information. 
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
 - Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
 
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclipenabled directly below this model's origin. Texture the top face withblack_HIDDEN, and the rest of the faces withSKIP.
Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
 - Enable to cast shadows from MDLs found in the 
modelKV. 
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
 - 0 - Use Bounding Box
 - 1 - Use triangles (default)
 - 2 - Use Bounding boxes of triangles