Env model (GoldSrc): Difference between revisions
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Important: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 func_wall with
SirYodaJedi (talk | contribs) m (Make distinct) |
SirYodaJedi (talk | contribs) (Re-add "see also") |
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{{fl|1|Initially Off|}} | {{fl|1|Initially Off|}} | ||
{{fl|2|Drop to Floor|}} | {{fl|2|Drop to Floor|}} | ||
== See also == | |||
* {{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. | |||
* {{ent|item_generic|eng=goldsrc}} - Equivalent entity in {{hlop4|4}}, {{czero|4}}, {{czeror|4}}, and {{sven|4}}. | |||
* {{ent|prop_dynamic}} - comparable entity in {{src|4}} | |||
Revision as of 11:19, 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. In the official .fgd file it is descibed as "new alternative to cyclers".
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.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 - Normal
- Color
- Texture
- Glow
- Solid
- 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 - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- 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>
- Behaviour 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>
- Behaviour 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]
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