Template:KV visiblebrush: Difference between revisions
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Kestrelguy (talk | contribs) m (now scrolls and has Template:Shadow.) |
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<noinclude>{{lang|Template:KV visiblebrush}} | <noinclude>{{lang|Template:KV visiblebrush}} | ||
Holder for a grab bag of keyvalues useful for visible brushes. Include | Holder for a grab bag of keyvalues useful for visible brushes. Include {{para|brush|1}} on KV BaseEntity when using this. | ||
[[Category:Keyvalue Templates|v]] | [[Category:Keyvalue Templates|v]] | ||
Add | Add {{para|b4l4d|1}} to hide keyvalues added since that game. {{param|noscroll}}, {{param|prep2}}, and {{param|nofgd}} will be passed to the appropriate templates. (The following preview has this disabled, but it works when transcluded. | ||
</noinclude>{{scrollBox|title=VisibleBrush| | </noinclude>{{scrollBox|title=VisibleBrush|noscroll={{{noscroll|<noinclude>1</noinclude>}}}| | ||
{{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.|nofgd={{{nofgd|}}}}} | ||
{{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}} | {{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.|nofgd={{{nofgd|}}}}} | ||
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}} | {{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.|nofgd={{{nofgd|}}}}} | ||
:{{ExpandBox| | :{{ExpandBox| | ||
:*0: Normal | :*0: Normal | ||
Line 20: | Line 20: | ||
:*10: Don't Render}} | :*10: Don't Render}} | ||
{{#if: {{{b4l4d|}}}|{{KV Render FX|l4d=b4}} |{{KV Render FX}}}} | {{#if: {{{b4l4d|}}}|{{KV Render FX|l4d=b4}} |{{KV Render FX}}}} | ||
{{KV|Render FX / Transparency ( | {{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.|nofgd={{{nofgd|}}}}} | ||
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}} | {{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}} | ||
{{KV|Shadow Cast Distance|intn=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|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{ent|shadow_control}} entity.|nofgd=1}} | ||
{{KV|Shadows|intn=vrad_brush_cast_shadows|nofgd=1|int|Determines if this entity will cast [[lightmap]] shadows. | {{KV|Shadows|intn=vrad_brush_cast_shadows|nofgd=1|int|Determines if this entity will cast [[lightmap]] shadows. | ||
:*0: No shadows | :*0: No shadows | ||
:*1: Cast shadows}} | :*1: Cast shadows}} | ||
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.|nofgd={{{nofgd|}}}}} | |||
{{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}} | -->{{#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|nofgd={{{nofgd|}}}}} | ||
{{KV|Maximum CPU Level|intn=maxcpulevel|choices| | {{KV|Maximum CPU Level|intn=maxcpulevel|choices| | ||
:*0: Default | :*0: Default | ||
:*1: Low | :*1: Low | ||
:*2: Medium | :*2: Medium | ||
:*3: High|since=L4D}} | :*3: High|since=L4D|nofgd={{{nofgd|}}}}} | ||
{{KV|Minimum GPU Level|intn=mingpulevel|choices|since=L4D}} | {{KV|Minimum GPU Level|intn=mingpulevel|choices|since=L4D|nofgd={{{nofgd|}}}}} | ||
{{KV|Maximum GPU Level|intn=maxgpulevel|choices|:*0: Default | {{KV|Maximum GPU Level|intn=maxgpulevel|choices|:*0: Default | ||
:*1: Very low | :*1: Very low | ||
:*2: Low | :*2: Low | ||
:*3: Medium | :*3: Medium | ||
:*4: High|since=L4D}} }}}} | :*4: High|since=L4D|nofgd={{{nofgd|}}}}} }} | ||
{{KV Shadow|prep2={{{b4l4d|}}}}}}} |
Revision as of 11:59, 24 May 2022
Holder for a grab bag of keyvalues useful for visible brushes. Include |brush=1
on KV BaseEntity when using this.
Add |b4l4d=1
to hide keyvalues added since that game. {{{noscroll}}}, {{{prep2}}}, and {{{nofgd}}} will be passed to the appropriate templates. (The following preview has this disabled, but it works when transcluded.
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 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
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
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- 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