Brush entity/Rendering related keyvalues and inputs: Difference between revisions
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{{KV Rendermode}} | {{KV Rendermode}} | ||
{{KV Render FX}} | {{KV Render FX}} | ||
{{KV|Render | {{KV|Render Amount / Transparency (0–255)|intn=renderamt|int 0-255|Transparency amount; requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | ||
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}} | {{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}} | ||
{{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}} | {{KV|Texture Frame|intn=texframeindex|int|nofgd=1|The frame number for any animated textures on this entity.}} | ||
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== Inputs == | == Inputs == | ||
{{IO|Alpha|param=int 0-255|Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its '''[[Render Mode]] (rendermode)''' set to a number other than <code>0</code>.}} | {{IO|Alpha|param=int 0-255|Sets the entity's transparency (<code>renderamt</code>) to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its '''[[Render Mode]] (rendermode)''' set to a number other than <code>0</code>.}} | ||
{{IO|AlternativeSorting|param=bool|Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.}} | {{IO|AlternativeSorting|param=bool|Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.}} | ||
{{IO|Color|param=color255|Sets an RGB color for the entity.}} | {{IO|Color|param=color255|Sets an RGB color for the entity.}} | ||
Revision as of 05:56, 3 September 2024
Keyvalues
Internal keyvalues used by VRAD:
- Minimum Light Level (_minlight) <normal>
- Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
- Cast Lightmap Shadows (vrad_brush_cast_shadows) <boolean> (in all games since
) - Determines if this entity will cast lightmap shadows.
Visible Brush:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (0–255) (renderamt) <integer 0–255>
- Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Texture Frame (texframeindex) <integer> !FGD
- The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;

only) !FGD - 95 - DirectX 9 Shader Model 3 (in all games since
) - 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities) and in the world impostor pass.
Inputs
- Alpha <integer 0–255>
- Sets the entity's transparency (
renderamt) to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than0.
- AlternativeSorting <boolean>
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
- Color <color255>
- Sets an RGB color for the entity.
- DisableDraw (in all games since
) - Applies EF_NODRAW to the entity. Note that this is different from rendermode 10.
- EnableReceivingFlashlight (in all games since
) - Makes it so that the entity is lit by env_projectedtextures.
- DisableReceivingFlashlight (in all games since
) - Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
Reflection:
- DisableDrawInFastReflection (in all games since
) - Turns off rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
- EnableDrawInFastReflection (in all games since
) - Turn on rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
) - This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
) - This object may receive light or shadows from projected textures.