Newxog volume: Difference between revisions

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File:diststart3.jpg| thumb | left | 510px | distStart - 200. distEnd - 100.
File:diststart3.jpg| thumb | left | 510px | distStart - 200. distEnd - 100.
</gallery>
</gallery>
}}
{{bug|Numbers lower than 1 cause xog graphics issues.
{{expand|title=Bug examples|
<br>
<gallery mode=packed heights=290px>
File:XogdistBug1.jpg| thumb | left | 510px | Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]).
File:XogdistBug2.jpg| thumb | left | 510px | Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]).
</gallery>
}}
}}
}}
{{KV|distEnd|intn=distend|float|distEnd
{{KV|distEnd|intn=distend|float|distEnd
Line 71: Line 80:
File:distend3.jpg| thumb | left | 510px | distStart - 10. distEnd - 2000.
File:distend3.jpg| thumb | left | 510px | distStart - 10. distEnd - 2000.
</gallery>
</gallery>
}}
{{bug|Numbers lower than 1 cause xog graphics issues.
{{expand|title=Bug examples|
<br>
<gallery mode=packed heights=290px>
File:XogdistBug1.jpg| thumb | left | 510px | Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]).
File:XogdistBug2.jpg| thumb | left | 510px | Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]).
</gallery>
}}
}}
}}
{{note|The difference in values of distStart and distEnd should be not too big, otherwise the fog will be unsmooth.}}
{{note|The difference in values of distStart and distEnd should be not too big, otherwise the fog will be unsmooth.}}

Revision as of 05:35, 30 January 2024

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Keyvalues

Enabled (Enabled) <choices>
Enable/Disable this Entity.

Determines is this entity enabled or disabled on spawn.

  • 0: Enabled
  • 1: Disabled
Shape Type (xogtype) <choices>
Determines shape type that use xog volume, BBOX or Ellipsoid.
  • 0:0: LocalVolume BBOX
  • 1:1: LocalVolume Ellipsoid
Examples


colorMode (colormode) <choices>
Determines color mode.
  • 0:0:StaticColor
  • 1:1:1DGradTexture
  • 2:2: CubeGradTexture
Texture name Grad Texture (texname) <string>
Xog gradient texture name. The default is xen/effects/xen_sky_6_blurred_32.
colorTop (colortop) <color255>
Xog top color. This is the main color of xog that uses if Enable Height Blend KV is disabled.
Examples


Note.pngNote:Top and bottom colors blending in xog center, for example with red and green colors the center of xog will be yellow.
colorBottom (colorbottom) <color255>
Xog bottom color. Requires enabled Enable Height Blend to be working.
Examples


distStart (diststart) <float>
distStart

Xog start draw distance.

Examples


Icon-Bug.pngBug:Numbers lower than 1 cause xog graphics issues.
Bug examples


  [todo tested in ?]
distEnd (distend) <float>
distEnd

Xog end draw distance.

Examples


Icon-Bug.pngBug:Numbers lower than 1 cause xog graphics issues.
Bug examples


  [todo tested in ?]
Note.pngNote:The difference in values of distStart and distEnd should be not too big, otherwise the fog will be unsmooth.
distDensity (distdensity) <float>
distDensity

Density of xog entity, only values from 0 to 1 works.

Examples


opacityOffsetTop (opacityoffsettop) <float>
opacityOffsetTop

Offsets top color of xog.

Examples


opacityOffsetBottom (opacityoffsetbottom) <float>
opacityOffsetBottom

Offsets bottom color of xog.

Examples


htZStart (htzstart) <float>
htZStart

Height that xog starts rendering at.

Examples


htZEnd (htzend) <float>
htZEnd

Height that xog stops rendering at.

Examples


htZColStart (htzcolstart) <float>
htZColStart

Height that xog color starts rendering at. Results depend on htZColEnd value.

Examples


htZColEnd (htzcolend) <float>
htZColEnd

Height that xog color stops rendering at. Results depend on htZColStart value.

Examples


noise1ScrollSpeed (noise1scrollspeed) <vector>
Layer one, speed at which noise moves trough xog volume (X Y Z).
Examples


noise1Tiling (noise1tiling) <vector>
Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
Examples


noise2ScrollSpeed (noise2scrollspeed) <vector>
Layer two, speed at which noise moves trough xog volume (X Y Z).
Examples


noise2Tiling (noise2tiling) <vector>
Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
Examples


noiseContrast (noisecontrast) <float>
Contrast of xog.
Examples


noiseMultiplier (noisemultiplier) <float>
Multiplier of xog.
Examples


Enable Height Blend (enablevol_height) <choices>
Enable/Disable this heightbased xog.

Determines top color and blending is disabled or enabled.

  • 0: Disabled
  • 1: Enabled
Examples



Flags

BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [2]
Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]
Physics Objects (not including physics debris) : [8]
Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.

Inputs

TurnOn <void>
Turn xog on.
TurnOff <void>
Turn xog off.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.


Outputs

BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.