Func reflective glass: Difference between revisions

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m (→‎Inputs: replaced template with the information inside it. hopefully will fix a formatting issue.)
m (Added LightmappedReflective information)
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==Entity description==
==Entity description==
It is used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either [[Tool textures|nodraw]] or some other opaque texture for this to work properly.
It is used to produce perfectly reflective glass that renders world + entities. You must use a [[LightmappedReflective]] texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either [[Tool textures|nodraw]] or some other opaque texture for this to work properly.


{{note|This entity will not show a player their own reflection, however it will render other players.}}
{{note|This entity will not show a player their own reflection, however it will render other players.}}
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== See also ==
== See also ==
*[[LightmappedReflective]], the material shader used for this entity.
* [http://www.youtube.com/watch?v=5NJMh5O-lIQ YouTube tutorial: How to make a mirror]
* [http://www.youtube.com/watch?v=5NJMh5O-lIQ YouTube tutorial: How to make a mirror]

Revision as of 10:51, 13 May 2019

func_reflective_glass (Note how NPC's and env effects are reflected)

Template:Base brush

Entity description

It is used to produce perfectly reflective glass that renders world + entities. You must use a LightmappedReflective texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly.

Note.pngNote:This entity will not show a player their own reflection, however it will render other players.
Icon-Bug.pngBug:This entity will cease to render or cause visual artifacts if water and or portals are in a visible visleaf.  [todo tested in ?]
Icon-Bug.pngBug:If more than one face of this brush entity contains a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure exactly one surface has the reflective texture. All others must be opaque.  [todo tested in ?]

Keyvalues

func_brush:
Minimum Light Level (_minlight) <float>
The minimum level of ambient light that hits this brush.
Solidity (Solidity) <choices>
Used to control the solidity/collision of these brushes.
  • 0: Toggle - The solidity can be toggled together with its visibility.
  • 1: Never Solid
  • 2: Always Solid
Solid BSP (solidbsp) <boolean>
Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
NPC class excluded from collisions (excludednpc) <classname>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Invert NPC class exclusion (invert_exclusion) <boolean>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Shadows (vrad_brush_cast_shadows) <boolean>
Configures whether this brush casts lightmap shadows.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Tip.pngTip:If Solidity is Toggle, disabling func_brush also makes it non-solid.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
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.

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.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
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

Flags

func_brush:
  • 2 : Ignore player +USE

Inputs

func_brush:
Alpha
Sets the brush's alpha value.
SetExcluded  (in all games since Half-Life 2: Episode Two)
Change the NPC class that does not collide with the brush.
SetInvert  (in all games since Half-Life 2: Episode Two)
Whether to reverse the NPC class exclusion rule

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs

See also