Prop sphere: Difference between revisions
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Tip:The only spherical model in Half-Life 2 is
Bug:The collision mesh will not be visible with the vcollide_wireframe 1 command. [todo tested in ?]
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
Note:Page left for viewable history, content moved to prop_physics
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[[Extending_Prop_Sphere|Visit this snippet, on how you can improve the existing prop_sphere code.]] | [[Extending_Prop_Sphere|Visit this snippet, on how you can improve the existing prop_sphere code.]] | ||
== | == Keyvalues == | ||
{{KV BasePropPhysics}} | {{KV BasePropPhysics}} | ||
{{KV RenderFields}} | {{KV RenderFields}} | ||
{{KV BaseEntity}} | |||
== | == Flags == | ||
{{Fl BasePropPhysics}} | {{Fl BasePropPhysics}} | ||
== | == Inputs == | ||
{{I BasePropPhysics}} | {{I BasePropPhysics}} | ||
{{I RenderFields}} | {{I RenderFields}} | ||
{{I BaseEntity}} | |||
== | == Outputs == | ||
{{O BasePropPhysics}} | {{O BasePropPhysics}} | ||
{{O BaseEntity}} | |||
[[Category:Free source code]] | [[Category:Free source code]] | ||
[[Category:Physics]] | [[Category:Physics]] | ||
[[Category:Custom FGDs]] | [[Category:Custom FGDs]] |
Revision as of 13:47, 28 July 2020
Template:Point ent It is not in any of Valve's FGDs, however.
It is essentially a prop_physics with a perfectly spherical VPhysics collision model. If you want to create an spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!

models\combine_helicopter\helicopter_bomb01.mdl
.
Stock FGD
If you don't intend to make any changes to the entity's C++ code, use this:
@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
[
]
Extending prop_sphere
Visit this snippet, on how you can improve the existing prop_sphere code.
Keyvalues

RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 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.
Flags

Inputs

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 than0
.
- Color <color255 >
- Sets an RGB color for the entity.
Outputs
