Prop scalable

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Revision as of 01:52, 18 November 2013 by Pdan4 (talk | contribs)
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Template:Base point It creates a non-solid model that can be resized dynamically via inputs.

It is used in Episode Two for the "superportal" effects at the beginning and end of the game.

Keyvalues

CBaseAnimating:

World Model (model) <model path>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
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.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetScaleX <float|new scale> <int|timespan>
SetScaleY <float|new scale> <int|timespan>
SetScaleZ <float|new scale> <int|timespan>
Scales the model (local axes). If no timespan is specified, the changes apply immediately.
Note.pngNote:Changing the size is not able via variables (i.e. math_counter). You can set the different sizes in a logic_case to get a nearly blending between different sizes.
Studiomodel:
Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

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 Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs

Template:O RenderFields