Template:KV visiblebrush: Difference between revisions
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Holder for a grab bag of keyvalues useful for visible brushes. Include <code>brush=1</code> on KV BaseEntity when using this. | Holder for a grab bag of keyvalues useful for visible brushes. Include <code>brush=1</code> on KV BaseEntity when using this. | ||
[[Category:Keyvalue Templates|v]] | [[Category:Keyvalue Templates|v]] | ||
Add <code> | Add <code>notl4d=1</code> to hide keyvalues added since that game. | ||
</noinclude>{{scrollBox|title=VisibleBrush| | </noinclude>{{scrollBox|title=VisibleBrush| | ||
{{KV|Minimum Light|intn=_minlight|float|Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.}} | {{KV|Minimum Light|intn=_minlight|float|Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.}} | ||
Line 19: | Line 19: | ||
:*9: World Space Glow | :*9: World Space Glow | ||
:*10: Don't Render}} | :*10: Don't Render}} | ||
{{#if: {{{ | {{#if: {{{b4l4d|}}}|{{KV Render FX|l4d=b4}} |{{KV Render FX}}}} | ||
{{KV|Render FX / Transparency (0 - 255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | {{KV|Render FX / Transparency (0 - 255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | ||
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}} | {{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}} | ||
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{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}} | {{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}} | ||
{{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}}<!-- | {{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}}<!-- | ||
-- | -->{{#if: {{{b4l4d|}}}||{{KV|Minimum CPU Level|intn=mincpulevel|choices|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".|since=L4D}} | ||
{{KV|Maximum CPU Level|intn=maxcpulevel|choices| | {{KV|Maximum CPU Level|intn=maxcpulevel|choices| | ||
:*0: Default | :*0: Default | ||
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:*2: Low | :*2: Low | ||
:*3: Medium | :*3: Medium | ||
:*4: High|since=L4D}} | :*4: High|since=L4D}} }}}} |
Revision as of 20:30, 13 May 2022
Holder for a grab bag of keyvalues useful for visible brushes. Include brush=1
on KV BaseEntity when using this.
Add notl4d=1
to hide keyvalues added since that game.
VisibleBrush:
- Minimum Light (_minlight) <float>
- Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name (damagefilter) <targetname>
- When this entity receives damage, it will filter by this entity.
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render FX / Transparency (0 - 255) (renderamt) <integer>
- 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.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Shadows (vrad_brush_cast_shadows) <integer> !FGD
- Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- Disable Shadows (disableshadows) <boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving shadows on itself.
- Texture Frame (texframeindex) <integer> !FGD
- The frame number for any animated textures on this entity.
- Minimum CPU Level (mincpulevel) <choices> (in all games since
)
- 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> (in all games since
)
-
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level (mingpulevel) <choices> (in all games since
)
- Maximum GPU Level (maxgpulevel) <choices> (in all games since
)
-
- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High