Func wall (GoldSrc): Difference between revisions
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) (Func_wall instead of func_detail sometimes makes sense) |
No edit summary |
||
| Line 1: | Line 1: | ||
{{entitytabs|func_wall|goldsrc=1|source=1|main=source}} | {{entitytabs|func_wall|goldsrc=1|source=1|main=source}} | ||
{{entity|func_wall|type=brush|engine=gldsrc}} It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency. | {{entity|func_wall|type=brush|engine=gldsrc}} It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency. | ||
Formerly, it was also used for [[visibility optimization]], but this use-case has been deprecated by [[ZHLT]]s {{ent|func_detail (GoldSrc)|alt=func_detail}}. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an [[edict]], whereas func_detail does not ({{twhl|Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)|elaboration on TWHL}}). | Formerly, it was also used for [[visibility optimization]], but this use-case has been deprecated by [[ZHLT]]s {{ent|func_detail (GoldSrc)|alt=func_detail}}. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an [[edict]], whereas func_detail does not ({{twhl|Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)|elaboration on TWHL}}). | ||
== | == Key Values == | ||
= | {{Hl1_kv_targetname}} | ||
{{Hl1_kv_renderfields}} | |||
{{Hl1 kv global}} | |||
{{Hl1 kv zhlt}} | |||
{{KV|Minimum light level|intn=_minlight|string|}} | |||
== Flags == | |||
{{Hl1_Appearflags}} | |||
== See also == | == See also == | ||
Revision as of 12:01, 18 August 2023
Template:Entity It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency.
Formerly, it was also used for visibility optimization, but this use-case has been deprecated by ZHLTs func_detail. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an edict, whereas func_detail does not (
elaboration on TWHL).
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 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.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Minimum light level (_minlight) <normal>
|
|
- Minimum light level (_minlight) <string>
Flags
- Not In Deathmatch : [2048]
- Prevent this entity from attempting to spawn when
deathmatch(multiplayer) is enabled.
See also
External links
func_wall on the TWHL wiki