Func reflective glass: Difference between revisions

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{{stub}}
== Entity description ==
{{wrongtitle|title=func_reflective_glass}}
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.
{{base_brush}}<!-- At least in TF2... I don't know if it's functional in more games ... ? -->
 
{{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


== Entity description ==
== Inputs ==
A [[brush entity]] entity used to produce perfectly reflective glass that renders world + entities.
* {{i targetname}}
* {{i renderfields}}
* {{i parentname}}
* {{i shadow}}
* {{i enabledisable}}
* '''{{ep2 add|SetExcluded <target_destination>}}'''
: Set excludednpc
* '''{{ep2 add|SetInvert <integer>}}'''
: Set invert_exclusion


* Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. See <code>hl2/materials/glass/reflectiveglass001.vmt</code> for an example.
== Outputs ==
<!--* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage  Warning: BIG screenshots!]
* {{o targetname}}
// Link doesn't work.-->


{{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.}}
{{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.

Note.pngNote: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

<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

Set excludednpc
Set invert_exclusion

Outputs

Stub

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