Template:Hl1 kv zhlt: Difference between revisions
		
		
		
		
		
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		 Note:This is for visible brush entities. For non-rendered brush entities, use {{hl1 kv zhlt invisible}}.
Note:This is for visible brush entities. For non-rendered brush entities, use {{hl1 kv zhlt invisible}}.
		
	
| SirYodaJedi (talk | contribs) No edit summary | SirYodaJedi (talk | contribs)  No edit summary | ||
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| {{kv|Custom Shadow Color (VHLT+)|intn=zhlt_customshadow|color1|If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.}} | {{kv|Custom Shadow Color (VHLT+)|intn=zhlt_customshadow|color1|If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.}} | ||
| {{KV|Fake Lightmap (VHLT v33+)|intn=zhlt_embedlightmap|boolean| | {{KV|Fake Lightmap (VHLT v33+)|intn=zhlt_embedlightmap|boolean| | ||
| Generates unique [[diffuse]] textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. | Generates unique [[diffuse]] textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. Implies {{code|zhlt_striprad}}. | ||
| :{{important|The resulting textures will be renamed to have the prefix {{mono|__rad}}; as such, any [[texture prefixes|unique attributes]] will be lost.}}}} | :{{important|The resulting textures will be renamed to have the prefix {{mono|__rad}}; as such, any [[texture prefixes|unique attributes]] will be lost.}}}} | ||
| {{KV|Downscale Fake Lightmap (VHLT v34+)|intn=zhlt_embedlightmapresolution|int| | {{KV|Downscale Fake Lightmap (VHLT v34+)|intn=zhlt_embedlightmapresolution|int| | ||
Latest revision as of 19:09, 20 March 2025
 Note:This is for visible brush entities. For non-rendered brush entities, use {{hl1 kv zhlt invisible}}.
Note:This is for visible brush entities. For non-rendered brush entities, use {{hl1 kv zhlt invisible}}.Todo: 
- There are a few missing KVs….
- ericw-tools KVs which apply here; put it in an {{expand}} box like the ZHLT one here.
- Don't bother documenting _switchableshadow; this doesn't work in most games, unlike VHLT's light_shadow, since usually only lights can change lightstyles.
 
- Parameter to hide KVs which don't work on func_detail and func_group in the ZHLT family. This should also hide the initial _minlight and add a _minlight in the ericw-tools section, since _minlight doesn't work on those entities in ZHLT's family, but does in EWT.
- Minimum light level (_minlight) <normal>
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|  Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1. 
 
 
 
 
 
 
 
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