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

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{{lang|Template:KV BaseAnimating}}<!--
{{Lang}}
Note: All those "BREAK" comments are there because templates like these are sensitive to line breaks. The breaks have been optimized out to avoid entity pages with random blank spaces in between. It's for readability, basically, and you should pretend those comments are a line break.-->
{{Documentation}}
<onlyinclude><includeonly>{{ScrollBox|title=BaseAnimating|noscroll={{{noscroll|}}}|
 
== 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|}}}||{{bug|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} }}
:*'''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}} }}
Line 13: Line 141:
:*'''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 {{ent|$hboxset}} to use.|nofgd=1}}
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{Ent|$hboxset}} to use.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{ent|$bodygroup}}.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{Ent|$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. {{warning|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}}
{{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.{{warning|Negative or extremely high values can cause crashes!}}|nofgd=1|since=EP2|not={{portal}} {{l4dseries}} {{src13}}}} }}
{{#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 {{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|$noforcedfade}}.|nofgd={{{nofgd|}}}}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{Ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{Ent|$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 {{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. 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|}}}||{{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 {{ent|env_projectedtexture}} entities. Identical to <tt>[[Effect flags|EF_NOSHADOWDEPTH]]</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 <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
Line 113: Line 241:
-->|{{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|}}}}} }} }}</includeonly></onlyinclude>
{{KV SystemLevelChoice|nofgd={{{nofgd|}}}}} }} }} }}</onlyinclude></includeonly>
 
{{documentation}}
<!-- Add categories to the /doc subpage, not here -->

Revision as of 06:49, 2 May 2023

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Tests

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Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history
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