Env model (GoldSrc): Difference between revisions

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(Created page with "{{stub}}{{DISPLAYTITLE:{{mono|env_model}}}} {{code|env_model}} is a point entity available in {{dod|4}}, originally found in Spirit of Half-Life. It is used to place a mod...")
 
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{{warning|Env_models do not have any collision, and will not cast shadows with normal compilers.
{{warning|Env_models do not have any collision, and will not cast shadows with normal compilers.
{{workaround|Create a brush-based collision mesh and tie it to a{{ent|func_wall (GoldSrc)|alt=func_wall}} with {{code|renderamt}} set to 0. Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces.}} }}
{{workaround|Create a brush-based collision mesh and tie it to a{{ent|func_wall (GoldSrc)|alt=func_wall}} with {{code|renderamt}} set to 0. Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces. This will also cast lightmap shadows, unless alphatest ({{code|{}}) textures are used.}} }}
== Entity description ==
== Entity description ==
=== KeyValues ===
=== KeyValues ===

Revision as of 19:27, 28 July 2023

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env_model is a point entity available in Day of Defeat Day of Defeat, originally found in Spirit of Half-Life. It is used to place a model (usually an MDL) on a map, with optional animation and no collision.

Warning.pngWarning:Env_models do not have any collision, and will not cast shadows with normal compilers.
PlacementTip.pngWorkaround:Create a brush-based collision mesh and tie it to afunc_wall with renderamt set to 0. Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces. This will also cast lightmap shadows, unless alphatest ({) textures are used.

Entity description

KeyValues

Flags

See also