Ru/Prop static: Difference between revisions

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:''Not to be confused with the [[$staticprop]] QC command.''
:''Не путайте с [[$staticprop]] QC командой.''


{{toc-right}}
{{toc-right}}
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In order to enforce consistency of behaviour, models with [[prop_data|embedded physics data]] cannot be prop_static. Use the Hammer Model Browser's [[:Image:Model_info.gif|info tab]] to check for support.
In order to enforce consistency of behaviour, models with [[prop_data|embedded physics data]] cannot be prop_static. Use the Hammer Model Browser's [[:Image:Model_info.gif|info tab]] to check for support.


== See also ==
== Смотрите также ==


* [[Prop Types Overview]]
* [[Prop Types Overview]]
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** [[prop_detail]]
** [[prop_detail]]


== Keyvalues ==
== Параметры ==


; Collisions <code><choices></code>
; Collisions <code><choices></code>

Revision as of 13:09, 17 October 2014

Template:Otherlang2

Не путайте с $staticprop QC командой.

Template:Base point It is used to cheaply add a model to the world. It cannot move, animate, or accept input, and in fact doesn't actually exist as an entity after the map has been compiled. The vast majority of models appearing in a typical map are prop_static.

A prop_static will collide with other objects assuming it has a collision mesh, and, unlike all other model entities, is lit per-vertex and casts shadows onto lightmaps.

Note.pngПримечание:Models with $bumpmaped materials are never lit per-vertex.

Consistency

In order to enforce consistency of behaviour, models with embedded physics data cannot be prop_static. Use the Hammer Model Browser's info tab to check for support.

Смотрите также

Параметры

Collisions <choices>
How the prop should interact with other objects.
  • Not solid
  • Use bounding box
  • Use VPhysics (default)
    Note.pngПримечание:Using this setting on models without a collision mesh will cause the engine to throw a warning upon loading the map. If you see such a warning, reset the collision of all props using the noted model to one of the other two choices.
Screen Space Fade <bool>
If enabled, the prop will fade out based on how many screen pixels it covers. The start and end fade distances come to represent the pixels that the prop covers at the start and end of its fade when this is enabled.
Lighting Origin <targetname>
An info_lighting from which to sample lighting (instead of the model's origin). Disables per-vertex lighting.
Disable Vertex lighting <bool>
Prop will be lit uniformly with a lighting value sampled from its origin. Enable this if the entity is not shadowed by another object.
Disable Self-Shadowing with vertex lighting <bool>
Prop will not cast shadows on itself when per-vertex lighting is calculated.
Ignore surface normal for computing vertex lighting <bool>
A surface normal defines the direction from which each polygon is brightest-lit, and how much light is received. You can ignore this setting most of the time.

CBaseAnimating:

World Model (model) <модель(en)>
The model this entity should appear as. 128-character limit.
Skin (skin) <целое число(en)>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngСовет:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <число с плавающей запятой(en)> (Во всех играх начиная с Alien Swarm) (также в Source 2013)
A multiplier for the size of the model.
Tip.pngСовет:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <целое число(en)>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngПримечание:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <целое число(en)> Отсутствует в FGD!
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <целевой объект(en)>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

Тени:

Disable Shadows (disableshadows) <булева переменная(en)>
Отключить создание объектом простых текстурных теней, или теней в виде световой карты, если объект является prop_static. Не влияет на карты теней.
Disable Receiving Shadows (disablereceiveshadows) <булева переменная(en)>
Отключить отображение динамических теней на объекте.
Shadow Cast Distance (shadowcastdist) <целое число(en)> Отсутствует в FGD!
Установить максимальную дальность применения динамических теней от объекта. 0 обозначает дистанция заданную по умолчанию обектом shadow_control.
Disable Shadow Depth (disableshadowdepth) <булева переменная(en)> (Во всех играх начиная с Portal 2)
Отключение отображения глубины теней (для проецируемых текстур) на этом объекте.
Disable flashlight (disableflashlight) <булева переменная(en)> (Во всех играх начиная с Portal 2)
Отключение проецируемого текстурного освещения и теней на этом объекте.
Projected Texture Cache (shadowdepthnocache) <целое число(en) выбор> (Во всех играх начиная с Portal 2)
Указывает системе проецируемых текстур кэшировать размер тени этого объекта вместо принудительно покадрового расчёта отображения.
Варианты
  • 0 : По умолчанию
  • 1 : Без кэша - обрабатывать покадрово
  • 2 : Кэшировать - обрабатывать однократно
Render in Fast Reflections (drawinfastreflection) <булева переменная(en)> (Во всех играх начиная с 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.
Note.pngПримечание:Disable shadows applies to lightmap shadows for prop_static, not RTTs.

BaseFadeProp:

Start Fade Dist (fademindist) <число с плавающей запятой(en)>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <число с плавающей запятой(en)>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <число с плавающей запятой(en)>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <целое число(en) выбор> (удалено начиная с Left 4 Dead)
Энтити не будет существовать, если движок будет работать вне указанного диапазона версий DirectX(en).
Варианты
Warning.pngПредупреждение:If these are used, the object may break when the user switches their DirectX settings.[missing string]
Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
Ориентация этого объекта в мире. Тангаж (pitch) - поворот по оси Y, рысканье (yaw) - поворот по Z и крен(roll) - поворот по X.

The Ship: Murder Party The Ship KVs

targetname <target_source>
The name that ship_base_interaction entities refer to this entity by.