Env model (GoldSrc): Difference between revisions

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{{stub}}{{DISPLAYTITLE:{{mono|env_model}}}}
{{entity|env_model|<!--sprite=1-->|type=point|engine=gldsrc|game=Day of Defeat}}  
{{code|env_model}} is a point entity available in {{dod|4}}, originally found in [[Spirit of Half-Life]]. It is used to place a model (usually an [[MDL (GoldSrc)|MDL]]) on a map, with optional animation and ''no collision''.
Originally found in [[Spirit of Half-Life]], it is used to place a model (usually an [[MDL (GoldSrc)|MDL]]) on a map, with optional animation and ''no collision''.
Env_models do not have any collision, and will not cast shadows with normal compilers. To workaorund this 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.}} }} In the official [[.fgd]] file it is descibed as "new alternative to cyclers".


{{warning|Env_models do not have any collision, and will not cast shadows with normal compilers.
== Key Values ==
{{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.}} }}
{{Hl1_kv_targetname}}
== Entity description ==
{{KV_Angles}}
=== KeyValues ===
{{Hl1_kv_renderfields}}
=== Flags ===
{{KV|Model name|intn=model|studio|Path to the model to be displayed.}}
{{KV|Skin|intn=skin|int|Display different skins of the model if aviable.}}
{{KV|Body|intn=body|int|Display different sub-models of the model if aviable.}}
{{KV|Sequence when on|intn=m_iszSequence_On|string|Displays the animation sequence of the model when on.}}
{{KV|Behaviour when on|intn=m_iAction_On|choices|Behaviou of the model when on.}}
:{| class=standard-table
!| Value || Description
|-
| 0 || Freeze when sequence ends
|-
| 1 || Loop
|-
| 2 || Change state when sequence ends
|}
{{KV|Sequence when off|intn=m_iszSequence_Off|string|Displays the animation sequence of the model when off.}}
{{KV|Behaviour when off|intn=m_iAction_Off|choices|Behaviou of the model when off.}}
:{| class=standard-table
!| Value || Description
|-
| 0 || Freeze when sequence ends
|-
| 1 || Loop
|-
| 2 || Change state when sequence ends
|}


== See also ==
== Flags ==
* {{ent|cycler_sprite|eng=goldsrc}} - Similar entity available in all {{goldsrc|4}} games, without animation. Can display MDL and BSP models, despite its name. Most frequently used in {{cs|4}}; have issues when used in singleplayer.
{{fl|1|Initially Off|}}
* {{ent|item_generic|eng=goldsrc}} - Equivalent entity in {{hlop4|4}}, {{czero|4}}, {{czeror|4}}, and {{sven|4}}.
{{fl|2|Drop to Floor|}}
* {{ent|prop_dynamic}} - comparable entity in {{src|4}}
 
[[Category:Non-internal entities]]
[[Category:Point Entities]]
[[Category:Day of Defeat Entities]]

Revision as of 01:48, 16 August 2023

Template:Entity 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. Env_models do not have any collision, and will not cast shadows with normal compilers. To workaorund this create a brush-based collision mesh and tie it to a func_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.}} }} In the official .fgd file it is descibed as "new alternative to cyclers".

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


Model name (model) <model path>
Path to the model to be displayed.
Skin (skin) <integer>
Display different skins of the model if aviable.
Body (body) <integer>
Display different sub-models of the model if aviable.
Sequence when on (m_iszSequence_On) <string>
Displays the animation sequence of the model when on.
Behaviour when on (m_iAction_On) <choices>
Behaviou of the model when on.
Value Description
0 Freeze when sequence ends
1 Loop
2 Change state when sequence ends
Sequence when off (m_iszSequence_Off) <string>
Displays the animation sequence of the model when off.
Behaviour when off (m_iAction_Off) <choices>
Behaviou of the model when off.
Value Description
0 Freeze when sequence ends
1 Loop
2 Change state when sequence ends

Flags

Initially Off : [1]
Drop to Floor : [2]