Template:KV visiblebrush/strings
		
		
		
		
		
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1Approximate status of translation:
 100% 
 100% Internal keyvalues used by VRAD:
- Minimum Light Level (_minlight) <normal>
 - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
 
- Cast Lightmap Shadows (vrad_brush_cast_shadows)  <boolean> (in all games since 
) - Determines if this entity will cast lightmap shadows.
 
VisibleBrush:
- Render Mode (rendermode) <byte choices>
 - Set a non-standard rendering mode on this entity.
 
Render Modes 
- Render FX (renderfx) <byte choices>
 - Various somewhat legacy alpha effects. See render effects.
 
- Render FX / Transparency (0–255) (renderamt) <integer 0–255>
 - 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.
 
- Texture Frame (texframeindex) <integer> !FGD
 - The frame number for any animated textures on this entity.
 
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 
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
 
- Disable flashlight (disableflashlight)  <boolean> (in all games since 
) - Used to disable projected texture lighting and shadows on this entity.
 
- Projected Texture Cache (shadowdepthnocache)  <integer choices> (in all games since 
) - 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
 
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel)  <integer choices> (in all games since 
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
 
Choices - 0: Default ("Low" for 
mincpulevel, "High" formaxcpulevel) - 1: Low
 - 2: Medium
 - 3: High
 
- 0: Default ("Low" for 
 
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel)  <integer choices> (in all games since 
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
 
Choices - 0: Default ("Low" for 
mingpulevel, "Very High" formaxgpulevel) - 1: Low
 - 2: Medium
 - 3: High
 - 4: Very High
 
See also: cpu_level / gpu_level convars- 0: Default ("Low" for 
 
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel)  <integer choices> (removed since 
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
 
}}Choices 
Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]- 0 - Default (no bounding)
 - 60 - DirectX 6 (!FGD for mindxlevel)
 - 70 - DirectX 7
 - 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
 - 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
 - 90 - DirectX 9 Shader Model 2
 - 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL; 

 only) !FGD - 95 - DirectX 9 Shader Model 3 (in all games since 
) - 98 - DirectX 9 Shader Model 3 on Xbox 360 (
 only) !FGD