Env sprite (GoldSrc): Difference between revisions
		
		
		
		
		
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| SirYodaJedi (talk | contribs) No edit summary | SirYodaJedi (talk | contribs)  No edit summary | ||
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| {{Hl1_kv_targetname}} | {{Hl1_kv_targetname}} | ||
| {{KV Angles}} | {{KV Angles}} | ||
| :{{ | :{{important|Set roll to 360 instead of 0 to avoid the angles being adjusted to compensate for an old {{worldcraft|2}} bug.}} | ||
| {{KV|Framerate|intn=framerate|float|Rate at which the sprite should animate, if at all. For SPR, this is an absolute framerate (max 10), whereas for MDL, this is a scalar.}} | {{KV|Framerate|intn=framerate|float|Rate at which the sprite should animate, if at all. For SPR, this is an absolute framerate (max 10), whereas for MDL, this is a scalar.}} | ||
| {{hl1 kv model}} | {{hl1 kv model}} | ||
Revision as of 15:41, 18 April 2025

 
|  Class hierarchy | 
|---|
| CSprite | 
|  effects.cpp | 
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, although skins and bodygroups are not supported.
 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, although skins and bodygroups are not supported.
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.
 Important:Set roll to 360 instead of 0 to avoid the angles being adjusted to compensate for an old Important:Set roll to 360 instead of 0 to avoid the angles being adjusted to compensate for an old Worldcraft bug. Worldcraft bug.
- Framerate (framerate) <float>
- Rate at which the sprite should animate, if at all. For SPR, this is an 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 Tip:In Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity. 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).
- Sequence (sequence) <integer>
- Animation to play (MDL 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 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 with- black_HIDDEN, and the rest of the faces with- SKIP.
 Note:Not compatible with entities using the effect flag EF_INVLIGHT. 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
Flags
- Start on : [1]
- Play Once : [2]
- Used for animated sprites; texture will animate once, then the sprite will turn off.
























