Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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{{ | {{Lang}} | ||
{{Documentation}} | |||
< | |||
== Tests == | |||
{{KV|start}} | |||
{{KV BaseAnimating|new=1}} | |||
{{KV|end}} | |||
<includeonly><onlyinclude>{{#if:{{{new|}}} | |||
|{{KV|new=1|model|string|src=BaseAnimating|World Model|The [[model]] this entity should appear as. 128-character limit.}} | |||
{{KV|new=1|skin or ModelSkin {{as}}|int|src=BaseAnimating|[[Skin]]|value=0|nofgd={{{nofgd|}}}|Some models have multiple skins. This value selects from the index, starting with 0.}} | |||
{{KV|new=1|solid|choices|src=BaseAnimating|Collisions|value=Use VPhysics|nofgd={{{nofgd|}}}|Method of collision for this entity. | |||
'''Values:''' | |||
:*'''0''': Not Solid | |||
:*'''1''': BSP ([[QPhysics]]) {{#if:{{{nofgd|}}}||{{Not in FGD}}}} {{#if:{{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}||{{ModernBug|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} }} | |||
:*'''2''': [[Bounding box|Bounding Box]] | |||
:*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | |||
:*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | |||
:*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | |||
:*'''6''': [[VPhysics]] | |||
}} | |||
{{KV|new=1|hitboxset|string|src=BaseAnimating|[[Hitbox]] Set|nofgd=1|Sets the {{Ent|$hboxset}} to use.}} | |||
{{KV|new=1|body or SetBodyGroup|int|src=BaseAnimating|Body Group|value=0|nofgd=1|Sets the the active {{Ent|$bodygroup}}.}} | |||
{{KV|new=1|modelindex|short|src=BaseAnimating|Model Index|nofgd=1|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to the index. {{Warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}}} | |||
{{#if:{{{l4d|}}}{{{l4d2|}}} | |||
| | |||
|{{KV|new=1|modelscale|float|src=BaseAnimating|Model Scale|value=1.0|nofgd=1|since=EP2|not={{portal}} {{l4dseries}} {{src13}}|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{Warning|Negative or extremely high values can cause crashes!}}}} | |||
}} | |||
{{#if:{{{base|}}}|{{KV DXLevelChoice}}}} | |||
{{KV|sectiontitle = Animating}} | |||
{{KV|new=1|sequence|int|src=BaseAnimating|Sequence|nofgd=1|Default animation sequence for the model to be playing after spawning.}} | |||
{{KV|new=1|playbackrate|float|src=BaseAnimating|Playback Rate|nofgd=1|A multiplier of the [[framerate]] at which animations are played, negative values are accepted. Default is 1.0.}} | |||
{{KV|new=1|cycle|float|src=BaseAnimating|Cycle|nofgd=1|The current frame of the current animation, on a range from 0-1.}} | |||
{{KV|new=1|texframeindex|int|src=BaseAnimating|Texture Frame|nofgd=1|The initial frame number for all animated textures on this entity.}} | |||
{{KV|sectiontitle = Effects - Render}} | |||
{{KV|new=1|fademindist|float|src=BaseAnimating|Start Fade Distance|value=-1|nofgd={{{nofgd|}}}|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | |||
{{KV|new=1|fademaxdist|float|src=BaseAnimating|End Fade Distance|value=0|nofgd={{{nofgd|}}}|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.}} | |||
{{KV|new=1|fadescale|float|src=BaseAnimating|Fade Scale|value=1|nofgd={{{nofgd|}}}|If specified in the {{Ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{Ent|$noforcedfade}}.}} | |||
{{KV|new=1|renderamt|int|src=BaseAnimating|FX Amount/Transparency (0–255)|value=255|nofgd={{{nofgd|}}}|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | |||
{{KV|new=1|rendercolor|color255|src=BaseAnimating|Render Color (R G B)|color=255 255 255|nofgd={{{nofgd|}}}|Color tint.}} | |||
{{#if:{{{base|}}}| {{KV Render FX|new=1|src=BaseAnimating|l4d=b4}} | {{#if:{{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|{{KV Render FX|new=1|src=BaseAnimating|l4d=onlyafter}}|{{KV Render FX|src=BaseAnimating|new=1}}}} }} | |||
{{KV|new=1|rendermode|choices|src=BaseAnimating|[[Render Mode]]|value=Normal|nofgd={{{nofgd|}}}|Set a non-standard rendering mode on this entity. | |||
'''Values:''' | |||
:*'''0''': Normal | |||
:*'''1''': Color | |||
:*'''2''': Texture | |||
:*'''3''': Glow | |||
:*'''4''': Solid/Alphatest {{obs}} | |||
:*'''5''': Additive | |||
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if:{{{nofgd|}}}||{{not in FGD}}}} | |||
:*'''7''': Additive Fractional Frame | |||
:*'''8''': Alpha Add {{#if:{{{nofgd|}}}||{{not in FGD}}}} | |||
:*'''9''': World Space Glow | |||
:*'''10''': Don't Render | |||
}} | |||
{{KV|sectiontitle = Effects - Environment}} | |||
{{KV|new=1|disableshadows|boolean|src=BaseAnimating|Disable Shadows|value=No|nofgd={{{nofgd|}}}|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}} | |||
{{KV|new=1|disablereceiveshadows|boolean|src=BaseAnimating|Disable Receiving Shadows|value=No|nofgd={{{nofgd|}}}|Prevent the entity from receiving shadows on itself.}} | |||
{{KV|new=1|shadowcastdist|int|src=BaseAnimating|Shadow Cast Distance|value=0|nofgd={{{nofgd|}}}|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{Ent|shadow_control}} entity.}} | |||
{{KV|new=1|LightingOrigin|targetname|src=BaseAnimating|Lighting Origin|nofgd={{{nofgd|}}}|Select an entity (not {{Ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}} | |||
{{#if:{{{l4d|}}}{{{l4d2|}}} | |||
| | |||
|{{KV|new=1|deprecated=1|LightingOriginHack|targetname|src=BaseAnimating|Lighting Origin Offset|not={{l4ds}}|nofgd=1|The {{Ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Use <tt>Lighting Origin</tt> instead.}} | |||
}}<!-- 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 --> | |||
|{{KV|new=1|disableflashlight|boolean|src=BaseAnimating|Disable Flashlight|value=No|since=P2|nofgd={{{nofgd|}}}|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to <tt>[[Effect flags|EF_NOFLASHLIGHT]]</tt>.}} | |||
{{KV|new=1|disableshadowdepth|boolean|src=BaseAnimating|Disable ShadowDepth|value=No|since=P2|nofgd={{{nofgd|}}}|Makes this entity not cast a shadow from {{Ent|env_projectedtexture}} entities. Identical to <tt>[[Effect flags|EF_NOSHADOWDEPTH]]</tt>.}} | |||
{{KV|new=1|shadowdepthnocache|choices|src=BaseAnimating|Projected Texture Cache|value=Default|since=P2|nofgd={{{nofgd|}}}|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>. | |||
'''Values:''' | |||
:*0: Default | |||
:*1: No cache—render every frame | |||
:*2: Cache it—render only once}} | |||
}} | |||
|}}<!-- | |||
================================================================== | |||
DEPRECATED DEPRECATED DEPRECATED DEPRECATED DEPRECATED DEPRECATED: | |||
================================================================== | |||
-->{{#if:{{{new|}}}||{{ScrollBox|title=BaseAnimating|noscroll={{{noscroll|}}}| | |||
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}} | {{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}} | ||
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.|nofgd={{{nofgd|}}}}} | {{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.|nofgd={{{nofgd|}}}}} | ||
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-->{{ExpandBox| | -->{{ExpandBox| | ||
:*'''0''': None | :*'''0''': None | ||
:*'''1''': BSP ([[QPhysics]]) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}||{{ | :*'''1''': BSP ([[QPhysics]]) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}||{{Bug|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} }} | ||
:*'''2''': [[Bounding box|Bounding Box]] | :*'''2''': [[Bounding box|Bounding Box]] | ||
:*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | :*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | ||
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:*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | :*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} | ||
:*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}} | :*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}} | ||
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{ | {{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{Ent|$hboxset}} to use.|nofgd=1}} | ||
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{ | {{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{Ent|$bodygroup}}.|nofgd=1}} | ||
<!-- We should make a new page for "model index"? --> | <!-- We should make a new page for "model index"? --> | ||
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to the index. {{ | {{KV|Model Index|intn=modelindex|short|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to the index. {{ModernWarning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}} | ||
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{ | {{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{ModernWarning|Negative or extremely high values can cause crashes!}}|nofgd=1|since=EP2|not={{portal}} {{l4dseries}} {{src13}}}} }} | ||
{{#if: {{{base|}}} | {{KV DXLevelChoice}} }} | {{#if: {{{base|}}} | {{KV DXLevelChoice}} }} | ||
<!-- | <!-- | ||
Line 34: | Line 162: | ||
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].|nofgd={{{nofgd|}}}}} | {{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].|nofgd={{{nofgd|}}}}} | ||
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.|nofgd={{{nofgd|}}}}} | {{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.|nofgd={{{nofgd|}}}}} | ||
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ | {{KV|Fade Scale|intn=fadescale|float|If specified in the {{Ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{Ent|$noforcedfade}}.|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|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|}}}}} | ||
Line 57: | Line 185: | ||
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}} | {{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}} | ||
{{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.|nofgd={{{nofgd|}}}}} | ||
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{ | {{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 {{ | {{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 {{ | {{#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 <tt>[[Effect flags|EF_NOFLASHLIGHT]]</tt>.|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 {{ | {{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 | ||
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-->|{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}} }} | -->|{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}} }} | ||
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|<!--will only show if none are checked-->|{{KV DXLevelChoice}} }} | {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|<!--will only show if none are checked-->|{{KV DXLevelChoice}} }} | ||
{{KV SystemLevelChoice|nofgd={{{nofgd|}}}}} }} }} | {{KV SystemLevelChoice|nofgd={{{nofgd|}}}}} }} }} }}</onlyinclude></includeonly> | ||
< |
Revision as of 06:49, 2 May 2023



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