Func reflective glass: Difference between revisions
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Note:Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.
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(Made this page a little more professional. Will add pictures as soon as i make the map for them.) |
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{{ | == Entity description == | ||
{{ | A [[brush entity]] entity used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides nodraw textured for this to work properly. | ||
{{ | |||
{{note|Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.}} | |||
== Keyvalues == | |||
* {{kv targetname}} | |||
* {{kv parentname}} | |||
* {{kv origin}} | |||
* {{kv renderfields}} | |||
* {{kv global}} | |||
* {{kv enabledisable}} | |||
* {{kv shadow}} | |||
* '''_minlight''' | |||
: <float> The minimum level of ambient light that hits this brush. | |||
* '''Solidity''' | |||
: <choices> Used to control the solidity/collision of these brushes. | |||
:{| | |||
! Literal Value || Description | |||
|- | |||
| 0 || Toggle | |||
|- | |||
| 1 || Never Solid | |||
|- | |||
| 2 || Always Solid | |||
|} | |||
* '''solidbsp''' | |||
: {{boolean}} Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush. | |||
* '''excludednpc''' | |||
: <target_destination> If an NPC classname (i.e. [[npc_zombie]]) is specified here, NPCs of that type won't collide with these brushes. | |||
* '''{{ep1 add|invert_exclusion}}''' | |||
: {{boolean}} If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid. | |||
== Flags == | |||
* 2 : Ignore player +USE | |||
== | == Inputs == | ||
* {{i targetname}} | |||
* {{i renderfields}} | |||
* {{i parentname}} | |||
* {{i shadow}} | |||
* {{i enabledisable}} | |||
* '''{{ep2 add|SetExcluded <target_destination>}}''' | |||
: Set excludednpc | |||
* '''{{ep2 add|SetInvert <integer>}}''' | |||
: Set invert_exclusion | |||
== Outputs == | |||
* {{o targetname}} | |||
{{ | {{stub}} |
Revision as of 19:17, 9 May 2008
Entity description
A brush entity entity used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides nodraw textured for this to work properly.

Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- Template:Kv origin
- Template:Kv renderfields
- Template:Kv global
- Template:Kv enabledisable
- Template:Kv shadow
- _minlight
- <float> The minimum level of ambient light that hits this brush.
- Solidity
- <choices> Used to control the solidity/collision of these brushes.
Literal Value Description 0 Toggle 1 Never Solid 2 Always Solid
- solidbsp
- <boolean> Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- excludednpc
- <target_destination> If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- <boolean> If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Flags
- 2 : Ignore player +USE
Inputs
- Template:I targetname
- Template:I renderfields
- Template:I parentname
- Template:I shadow
- Template:I enabledisable
- Template:Ep2 add
- Set excludednpc
- Set invert_exclusion