Template:KV Sprite: Difference between revisions

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(bug has been squashed!)
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: Rate at which the sprite should animate, if at all.
: Rate at which the sprite should animate, if at all.
; Sprite Name <code><string></code>
; Sprite Name <code><string></code>
: The material to draw. Default is "<code>sprites/glow01.spr</code>". {{note|When choosing a sprite from the sprite browser, the name it provides does not contain the required <code>.spr</code>/<code>.vmt</code> file extension. While Hammer does not mind, you must add the extension for the engine to find the sprite.}}
: The material to draw.
; Scale <code><[[float]]></code>
; Scale <code><[[float]]></code>
: Scale multiplier of the sprite. {{bug|Hammer's default sprite scale <code>0.25</code>, but the engine's is <code>1.0</code>. To synchronise the values, set this keyvalue to something.}}
: Scale multiplier of the sprite. {{bug|Hammer's default sprite scale <code>0.25</code>, but the engine's is <code>1.0</code>. To synchronise the values, set this keyvalue to something.}}
; Size of Glow Proxy Geometry <code><float></code>
; Size of Glow Proxy Geometry <code><float></code>
: Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space.  So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
: Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space.  So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius pokes through nearby geometry the glow will be rendered.
; HDR color scale <code><float></code>
; HDR color scale <code><float></code>
: Float value to multiply sprite color by when running in HDR mode.
: Float value to multiply sprite color by when running with [[HDR]].
{{ScrollBox|{{#if:{{{angles|}}} | {{KV Angles}} }}
{{ScrollBox|{{#if:{{{angles|}}} | {{KV Angles}} }}
{{KV DXLevelChoice}}
{{KV DXLevelChoice}}

Revision as of 03:10, 24 July 2009

Framerate <string>
Rate at which the sprite should animate, if at all.
Sprite Name <string>
The material to draw.
Scale <float>
Scale multiplier of the sprite.
Icon-Bug.pngBug:Hammer's default sprite scale 0.25, but the engine's is 1.0. To synchronise the values, set this keyvalue to something.  [todo tested in ?]
Size of Glow Proxy Geometry <float>
Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius pokes through nearby geometry the glow will be rendered.
HDR color scale <float>
Float value to multiply sprite color by when running with HDR.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities