Func reflective glass

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Revision as of 19:17, 9 May 2008 by Jimmy422 (talk | contribs) (Made this page a little more professional. Will add pictures as soon as i make the map for them.)
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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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