Env sprite (GoldSrc): Difference between revisions
		
		
		
		
		
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|  (-added class hierarchy) | SirYodaJedi (talk | contribs)   (→Flags) | ||
| Line 14: | Line 14: | ||
| == Flags == | == Flags == | ||
| {{fl Sprite}} | {{fl Sprite}} | ||
| == See also == | |||
| * {{ent|env_glow|engine=goldsrc}} | |||
| [[Category:Entities]] | [[Category:Entities]] | ||
Revision as of 12:08, 15 September 2024
|  Class hierarchy | 
|---|
| CSprite | 
|  effects.cpp | 
env_sprite  is a   point entity  available in all  GoldSrc games. It creates a sprite in the world. Sprites always face the player. It can also be used to display MDL or BSP models.
 GoldSrc games. It creates a sprite in the world. Sprites always face the player. It can also be used to display MDL or BSP models.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- 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.
- Framerate (framerate) <float>
- Rate at which the sprite should animate, if at all. For SPR, this is a absolute framerate (max 10), whereas for MDL, this is a scalar.
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Colormap (colormap) <integer>
- Works like the deathmatch recolor system, wherein this KV equals (bottomcolor * 256) + topcolor. This value can be calculated using . . Tip:In Tip:In Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity. Sven Co-op, the topcolor and bottomcolor KVs are available to be used instead, for clarity.
- Scale (scale) <float>
- Scale multiplier of the sprite (SPR only).
- 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.
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
- Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
 Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with- zhlt_noclipenabled directly below this model's origin. Texture the top face with- black_HIDDEN, and the rest of the faces with- SKIP.
 Note:Not compatible with entities using the effect flag EF_INVLIGHT. Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the modelKV.
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
- 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles
Flags
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