Env model (GoldSrc): Difference between revisions
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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 afunc_wall with renderamt set to 0 (aka invisible). 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.
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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. This will also cast lightmap shadows, unless alphatest ({{code|{}}) textures are used.}} }} | {{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 (aka invisible). 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 07:07, 29 July 2023
env_model is a point entity available in 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.


Entity description
KeyValues
Flags
See also
- cycler_sprite - Similar entity available in all
GoldSrc games, without animation. Can display MDL and BSP models, despite its name. Most frequently used in
Counter-Strike; have issues when used in singleplayer.
- item_generic - Equivalent entity in
Half-Life: Opposing Force,
Counter-Strike: Condition Zero,
Condition Zero Deleted Scenes, and
Sven Co-op.
- prop_dynamic - comparable entity in
Source