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Entity (Source 2): Difference between revisions

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(Created page with "{{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}} {{cleanup|Keep only source 2 info}} An object defined within {{gldsrc|4}}, {{src|4}} or {{source2|4}} as having characteristics which differentiate it from "the world" (world brushes). == Types of entities == {{note|These types are only from perspective of map editors and are based on FGD definitions or how map compilers deal with them {{confirm}}}} {| class="wikitable" style="width...")
 
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{{LanguageBar}} {{Source topicon}}
{{LanguageBar}} {{Source2 topicon}}
{{TabsBar|main=gs2|base=Entity}}
{{TabsBar|main=gs2|base=Entity}}


{{cleanup|Keep only source 2 info}}
An entity is an object within {{source2|4}} defined by having characteristics which differentiate it from the [[worldspawn|world]].
 
An object defined within {{gldsrc|4}}, {{src|4}} or {{source2|4}} as having characteristics which differentiate it from "the [[worldspawn|world]]" (world brushes).


== Types of entities ==
== Types of entities ==
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|-
|-
!Types
!Types
!available in
!Info
!Info
|-
|-
! colspan="3" | By Form
! colspan="2" | By Form
|-
|align="center"|[[Brush entity]]
|align="center"|{{src|4}} and earlier
|A '''Brush Entity''' is an '''entity''' type in the {{gldsrc|2}} and {{source|2}} engines, created by ''tying'' an entity to a BSP geometry [[brush]] in the map, giving the brush a specific effect or ability defined by the entity ''tied'' to it.<br>(The default shortcut is {{Key|Ctrl}} + {{Key|T}} after selecting a brush)
|-
|-
|align="center"|[[Point entity]]
|align="center"|[[Point entity]]
|align="center"|All engines
|Created at a specific position point on the [[coordinates|grid]]. Some require a model to be selected for them in order to function fully.
|'''Point Entities''' are '''entities''' created at a specific position point on the [[coordinates|grid]]. Some require a model to be selected for them in order to function fully.
|-
|-
|align="center"|[[Mesh entity]]
|align="center"|[[Mesh entity]]
|rowspan="2" align="center"|Only in {{source2|4}}
|Mesh entities replace the {{source|2}} [[brush entity|brush entities]]. Since {{Source2|2}} no longer uses a [[BSP]] brush structure, entities that need to be associated with geometry are now tied to Hammer meshes instead.
|'''Mesh entities''' available only in {{source2|2}}.<br>'''Mesh entities''' replace the {{source|2}} [[brush entity|brush entities]]. Since {{Source2|2}} no longer uses [[BSP]] [[brushes]], '''entities''' that need to be associated with geometry are now tied to Hammer meshes instead.
|-
|-
|align="center"|[[Path entity]]
|align="center"|[[Path entity]]
|'''Path entities''' are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P).
|Only recently added. They can be created with the currently hidden Path Tool (Shift + P).
|-
|-
! colspan="3" | By Internality
! colspan="2" | By Internality
|-
|-
|align="center"|[[Internal entity]]
|align="center"|[[Internal entity]]
|rowspan="2" align="center"| In all Engines
|Processed by {{src2}} [[resourcecompiler]] then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the [[entity limit]].<br>Internal entities get special treatment by the map compile tools, and are removed from the final product, usually stored in a special chunk.
|'''Internal entities''' are those which are processed by [[VBSP]] ({{gldsrc}} [[HLBSP]], or {{src2}} [[resourcecompiler]]) then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the [[entity limit]].<br>Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk.
|-
|-
|align="center"|[[:Category:Non-internal entity|Non-Internal entity]]
|align="center"|[[:Category:Non-internal entity|Non-Internal entity]]
|'''non-internal entities''' are not processed by [[VBSP]] ({{gldsrc}} [[HLBSP]], or {{src2}} [[resourcecompiler]]) and remains as a separate entity.<br>These are typically interactive objects or characters that the player can interact with or that affect gameplay.<br>Examples of non-internal entities: {{ent|prop_dynamic}}, {{ent|logic_relay}}, {{ent|light}}, {{ent|npc_citizen}}.
|Not processed by {{src2}} [[resourcecompiler]] and remains as a separate entity.<br>These are typically interactive objects or characters that the player can interact with or that affect gameplay.
|}
|}


== Limitations ==
== Limitations ==
{{Main|Entity limit}}
{{Main|Entity limit}}
For reasons of memory allocation, there is a limit to the number of '''entities''' {{gldsrc|4}}/{{source|4}}/{{source2|4}} can manage at once.  
For reasons of memory allocation, there is a limit to the number of entities {{source2|4}} can manage at once.  


The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of [[Source BSP File Format#Entity|entdata]] can take a noticeably long time to transmit from server to client, and may lead to crashes.
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of [[Source BSP File Format#Entity|entdata]] can take a noticeably long time to transmit from server to client, and may lead to crashes.
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* [[S_PreserveEnts|preserved entity]]
* [[S_PreserveEnts|preserved entity]]
* [[Void]]
* [[Void]]
__NOTOC__
[[Category:Source]]
[[Category:Source 2]]

Latest revision as of 19:02, 8 October 2025

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An entity is an object within Source 2 Source 2 defined by having characteristics which differentiate it from the world.

Types of entities

Note.pngNote:These types are only from perspective of map editors and are based on FGD definitions or how map compilers deal with them [confirm]
Types Info
By Form
Point entity Created at a specific position point on the grid. Some require a model to be selected for them in order to function fully.
Mesh entity Mesh entities replace the Source Source brush entities. Since Source 2 Source 2 no longer uses a BSP brush structure, entities that need to be associated with geometry are now tied to Hammer meshes instead.
Path entity Only recently added. They can be created with the currently hidden Path Tool (Shift + P).
By Internality
Internal entity Processed by Source 2 resourcecompiler then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the entity limit.
Internal entities get special treatment by the map compile tools, and are removed from the final product, usually stored in a special chunk.
Non-Internal entity Not processed by Source 2 resourcecompiler and remains as a separate entity.
These are typically interactive objects or characters that the player can interact with or that affect gameplay.

Limitations

Main article:  Entity limit

For reasons of memory allocation, there is a limit to the number of entities Source 2 Source 2 can manage at once.

The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.

See also