Template:KV visiblebrush: Difference between revisions

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{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}}
{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}}
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{ent|shadow_control}} entity.|nofgd=1}}
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{ent|shadow_control}} entity.|nofgd=1}}
{{KV|Shadows (vrad_brush_cast_shadows)|nofgd=1|int|Set to 0 to disable this entity from creating [[lightmap]] shadows.}}
{{KV|Shadows (vrad_brush_cast_shadows)|nofgd=1|int|Determines if this entity will cast [[lightmap]] shadows.
:*0: No shadows
:*1: Cast shadows}}
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}

Revision as of 01:54, 6 October 2018

Holder for a grab bag of keyvalues useful for visible brushes. Include brush=1 on KV BaseEntity when using this.

Add l4d=1 for keyvalues added by that game.Visible Brush:

Minimum Light (_minlight) ([todo internal name (i)]) <float>
Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
Damage Filter Name (damagefilter) ([todo internal name (i)]) <targetname>
When this entity receives damage, it will filter by this entity.
Render Mode (rendermode) ([todo internal name (i)]) <choices>
Set a non-standard rendering mode on this entity.

  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest
  • 5: Additive
  • 6: Removed, does nothing
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) ([todo internal name (i)]) <choices>
Preset pattern of appearance effects.

  • 0: None
  • 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)
  • 17: Scale Up
  • 22: Spotlight FX
  • 23: Cull By Distance
  • 24: Fade Wider Pulse
  • 26: Fade Near
Todo: 18-21, 25
Render FX / Transparency (0 - 255) (renderamt) ([todo internal name (i)]) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Color tint.
Shadow Cast Distance (shadowcastdist) ([todo internal name (i)]) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Shadows (vrad_brush_cast_shadows) ([todo internal name (i)]) <integer> !FGD
Determines if this entity will cast lightmap shadows.
  • 0: No shadows
  • 1: Cast shadows
Disable Shadows (disableshadows) ([todo internal name (i)]) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) ([todo internal name (i)]) <boolean>
Prevent the entity from receiving shadows on itself.
Texture Frame (texframeindex) ([todo internal name (i)]) <integer> !FGD
The frame number for any animated textures on this entity.
Minimum CPU Level (mincpulevel) ([todo internal name (i)]) <choices> (in all games since Left 4 Dead)
A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
Maximum CPU Level (maxcpulevel) <choices> Template:L4D add
  • 0: Default
  • 1: Low
  • 2: Medium
  • 3: High
Minimum GPU Level (mingpulevel) <choices> Template:L4D add
Maximum GPU Level (maxgpulevel) <choices> Template:L4D add
  • 0: Default
  • 1: Very low
  • 2: Low
  • 3: Medium
  • 4: High