func_reflective_glass
func_reflective_glass
is a brush entity available in all Source games.
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)
<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.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp)
<boolean>
- Set this to BSP if the player seems to rotate oddly relative to the surface.
- NPC class excluded from collisions (excludednpc)
<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)
<boolean>
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
EnableDisable:
- Start Disabled (StartDisabled)
<boolean>
- Stay dormant until activated (probably with the
Enable
input). Tip: If Solidity is Toggle, disabling will also make the entity non-solid.
Visible Brush:
- Minimum Light (_minlight)
<float>
- Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name (damagefilter)
<targetname>
- When this entity receives damage, it will filter by this entity.
- Render Mode (rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
ᅠ
ᅠ
- Render FX (renderfx)
<choices>
- Preset pattern of appearance effects.
ᅠ
ᅠ
- To do: 18-21, 25
- Render FX / Transparency (0 - 255) (renderamt)
<integer>
- 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.
- Shadow Cast Distance (shadowcastdist)
<integer>
!FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Shadows (vrad_brush_cast_shadows)
<integer>
!FGD - Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- Disable Shadows (disableshadows)
<boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
- Texture Frame (texframeindex)
<integer>
!FGD - The frame number for any animated textures on this entity.
- Minimum CPU Level (mincpulevel)
<choices>
(in all games since)
- A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
- Maximum CPU Level (maxcpulevel)
<choices>
(in all games since)
-
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level (mingpulevel)
<choices>
(in all games since)
- Maximum GPU Level (maxgpulevel)
<choices>
(in all games since)
-
- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High
Brush:
- Minimum Bounding Box Size
(mins)
<vector>
!FGD - Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Maximum Bounding Box Size
(maxs)
<vector>
!FGD - Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Collisions
(solid)
<choices>
!FGD - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics)
- 2: Bounding Box
- 3: Oriented Bounding Box
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test
- 6: VPhysics
Base:
- Classname
(classname)
<string>
- The classname defines the type of entity. Classnames can be changed using
AddOutput
, which will influence how the engine deals with the entity in certain circumstances. - Name
(targetname)
<string>
- The name that other entities refer to this entity by.
- Global Entity Name
(globalname)
<string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent
(parentname)
<targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition
. Some entities which aren't intended to be parented may not function correctly.phys_constraint
can be used as a workaround to parenting. - Origin (X Y Z)
(origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note: This works on brush entities, although Hammer doesn't show the new angles.
- Flags
(spawnflags)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
(ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered. - Effects
(effects)
<integer>
!FGD - Combination of effect flags to use.
- Local Time
(ltime)
<float>
!FGD - The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
(nextthink)
<float>
!FGD - Amount of time before the entity thinks again.
- Hammer ID
(hammerid)
<integer>
!FGD - The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue
. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID. - Disable for Xbox 360
(disableX360)
<boolean>
(in all games since) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string>
(in all games since)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean>
(in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean>
(in all games since) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
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.
Visible Brush:
Alpha
<integer>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
. AlternativeSorting
<boolean>
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>
- Sets an RGB color for the entity.
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.
EnableShadow
- Allows the entity to draw a render target shadow.
DisableShadow
- Prevents the entity from drawing a render target shadow.
EnableDraw
(in all games since)
- Removes
EF_NODRAW
from the entity. DisableDraw
(in all games since)
- Applies
EF_NODRAW
to the entity. Note that this is different thanrendermode 10
. EnableReceivingFlashlight
(in all games since)
- Makes it so that the entity is lit by
env_projectedtexture
s. DisableReceivingFlashlight
(in all games since)
- Prevents the entity from being lit by
env_projectedtexture
s. The shadow made by the texture will still cast. EnableDrawInFastReflection
(in all games since)
- Makes the entity be rendered in reflections from water materials using
$reflectonlymarkedentities
. DisableDrawInFastReflection
(in all games since)
- Prevents the entity from rendering in fast reflections.
Base:
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
. SetParent
<string>
- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput
<string>
- Evaluates a keyvalue/output on this entity.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs. DispatchEffect
<string>
(removed in) !FGD
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
.
DispatchResponse
<string>
!FGD- Dispatches a response to the entity. See Response and Concept.
AddContext
<string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
. RemoveContext
<string>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
<string>
- Removes all contexts from this entity's list.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.
See also
- LightmappedReflective, the material shader used for this entity.
- YouTube tutorial: How to make a mirror