Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues
Keyvalues
Collisions (solid) <integer choices>
Choices - 0: None
- 1: BSP (QPhysics)
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities)
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test (Usually no collision with anything)
- 6: VPhysics
body and SetBodyGroup are present (even if set to 0), body will be prioritized.Model Scale (modelscale) <float> (not in ![]()
)
In
Effects - Render
Render Amount (Transparency) (renderamt) <byte>
Render Color (R G B) (rendercolor) <color255>
Masked by
$blendtintbybasealpha(in all games since $allowdiffusemodulation 0(in all games since $notint 1(in all games since Render Mode (rendermode) <byte choices>
Lighting / Shadows
Disable Shadows (disableshadows) <boolean>
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Shadow Cast Distance (shadowcastdist) <integer>
Lighting Origin (LightingOrigin) <targetname>
Lighting Origin Offset (LightingOriginHack) <targetname>
(not in ![]()
) !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin or $illumposition. Use Lighting Origin instead.
EF_SHADOWDEPTH_NOCACHE.
- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
Performance
Start Fade Dist (fademindist) <float>
End Fade Dist (fademaxdist) <float>
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
Choices
Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;

only) !FGD - 95 - DirectX 9 Shader Model 3 (in all games since
) - 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
Choices - 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
Choices - 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
Animation
Miscellaneous
Move Types - 0: None, don't move
- 1: Isometric
- 2: Walk, player only, moving on ground
- 3: NPC, movement
- 4: Fly, no gravity
- 5: Fly, with gravity
- 6: Physics
- 7: Push
- 8: Noclip
- 9: Ladder, for players on ladders
- 10: Spectator
- 11: Custom
Groups - 0: None
- 1: Debris, collides only with the world and static props
- 2: Debris, with trigger interaction
- 3: Interactive Debris, doesn't collide with other debris
- 4: Interactive, collides with everything except debris
- 5: Player
- 6: Breakable Glass
- 7: Vehicle
- 8: Player Movement
- 9: In-Vehicle
- 10: Weapon
- 11: Vehicle Clip
- 12: Projectile
- 13: Door blocker, not permitted to go near doors
- 14: Passable Door
- 15: Dissolving
- 16: Pushaway
- 17: NPC Actor, NPCs ignore the player
- 18: NPC Scripted, NPCs do not collide with each other