Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions

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m (simplified structure. now able to show everything other than Model as being !FGD if necessary. default is unchanged except that it shows some stuff that the Portal 2 version doesn't.)
m (made Render FX show even when no game was specified.)
Line 37: Line 37:
{{KV|FX Amount/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|FX Amount/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.|nofgd={{{nofgd|}}}}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}}
{{#if: {{{base|}}}|{{KV Render FX|l4d=b4}}|{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}} | {{kV Render FX|l4d=onlyafter}} }} }}
{{#if: {{{base|}}}|{{KV Render FX|l4d=b4}}|{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}} | {{kV Render FX|l4d=onlyafter}} | {{KV Render FX}} }} }}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.<!-- BREAK -->{{ExpandBox|
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.<!-- BREAK -->{{ExpandBox|
:*'''0''': Normal
:*'''0''': Normal
Line 59: Line 59:
{{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={{{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={{{nofgd|}}}}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}}
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1-->
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Use <tt>Lighting Origin</tt> instead.|not={{l4ds}}|nofgd=1|deprecated=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1-->
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked
-->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to<code>[[Effect flags|EF_NOFLASHLIGHT]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
-->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to <tt>[[Effect flags|EF_NOFLASHLIGHT]]</tt>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}} entities. Identical to<code>[[Effect flags|EF_NOSHADOWDEPTH]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}} entities. Identical to <tt>[[Effect flags|EF_NOSHADOWDEPTH]]</tt>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>.
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>.
:*0: Default
:*0: Default

Revision as of 11:55, 26 May 2022

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