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Holder for a grab bag of keyvalues useful for visible brushes. Include |brush=1
on KV BaseEntity when using this.
Add |b4l4d=1
to hide keyvalues added since that game, or |b4l4d=onlyafter
to hide DXLevelChoice. {{{noscroll}}}, {{{prep2}}}, and {{{nofgd}}} will be passed to the appropriate templates. (The following preview has this disabled, but it works when transcluded.)
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.
- Shadows
(vrad_brush_cast_shadows)
<boolean>
- Determines if this entity will cast lightmap shadows.
VisibleBrush:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
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- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects.
Render Effects
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since ) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since ) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since ) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since ) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in )
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since ) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since ) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in )/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since )
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since ) (not in )
Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in )
- 20: Environmental Rain ("for environmental rendermode, make rain") (in ) (not in )
Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in ) (not in )
Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in ) (not in )
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in ) (not in )
Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in ) (not in )
- 25:
kRenderFXMax /Fade Near (removed since ) (not in )
Todo: what does this do? may be nonfunctional
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- 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 ShadowDepth
(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)
<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
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since )
- Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
Choices
- 0: Default ("Low" for
mincpulevel , "High" formaxcpulevel )
- 1: Low
- 2: Medium
- 3: High
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since )
- Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
Choices
- 0: Default ("Low" for
mingpulevel , "Very High" formaxgpulevel )
- 1: Low
- 2: Medium
- 3: High
- 4: Very High
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DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<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.
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