Template:KV visiblebrush

From Valve Developer Community
Revision as of 17:38, 13 August 2024 by 1416006136 (talk | contribs) (using strings)
Jump to navigation Jump to search
English (en)Deutsch (de)Esperanto (eo)Español (es)Français (fr)Suomi (fi)Hrvatski (hr)Magyar (hu)Italiano (it)日本語 (ja)한국어 (ko)Nederlands (nl)Polski (pl)Português (pt)Português do Brasil (pt-br)Русский (ru)Slovenčina (sk)Svenska (sv)Türkçe (tr)Українська (uk)Tiếng Việt (vi)中文 (zh)中文(臺灣) (zh-tw)
Curly brackets white.pngTemplate Documentation [view] [create]
Icon-translate.png Available doc translations
Info.png
The Template:KV visiblebrush/doc documentation page does not exist.
English documentation will be displayed instead, which you can translate using Google Translate (or similar software). If there is nothing after this message, most likely the documentation does not exist even in English.
Icon-translate.png
This template uses a strings subpage
Please follow the format on this subpage(s) to add translations.
Template:KV visiblebrush/doc


Minimum Light Level (_minlight) <normal>
Cast Lightmap Shadows (vrad_brush_cast_shadows) <boolean> (in all games since Source 2007)


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 FX / Transparency (0–255) (renderamt) <integer 0–255>
Render Color (R G B) (rendercolor) <color255>
Texture Frame (texframeindex) <integer> !FGD

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
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars

Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]