Func reflective glass
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Entity description
It is used to produce perfectly reflective glass that renders world + entities. You must use a LightmappedReflective texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly. It is functionally identical to expensive water shaders, but typically used with opaque, flat materials.






Keyvalues
- Solidity (Solidity) ([todo internal name (i)]) <choices>
- Used to control the solidity/collision of these brushes.
Bug: physics objects can behave oddly when placed directly on top of this brush, to prevent this make this brush never solid and add invisible or clip_brush floor on top. [todo tested in ?]
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp) ([todo internal name (i)]) <boolean>
- Set this to BSP if the player seems to rotate oddly relative to the surface.
- NPC class excluded from collisions (excludednpc) ([todo internal name (i)]) <classname>
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) ([todo internal name (i)]) <boolean>
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input). Tip:If Solidity is Toggle, disabling will also make the entity non-solid.

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Please use {{Brush rendering note}} instead.
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Flags
- 2: Ignore player +USE - Entity will ignore all Use inputs, including ones from the player.
Inputs
- SetExcluded
- Change the NPC class that does not collide with the brush.
- SetInvert
- Whether to reverse the NPC class exclusion rule.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- SetDamageFilter <targetname >
- Sets a filter for this entity for when it receives damage.
- EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place
Outputs
See also
- LightmappedReflective, the material shader used for this entity.
- YouTube tutorial: How to make a mirror
- prop_mirror (only in
): an alternate method of creating an albeit simple real-time reflection