Template:KV prop static base
prop_static_base:
- Collisions
<choices>
- How objects should collide with the prop. "Bounding box" means using QPhysics.
- Not solid
- Use bounding box
- Use VPhysics
- Lighting Origin
<targetname>
- An info_lighting to specify a location to sample lighting from, instead of using this entity's origin.
- Disable Vertex lighting
<bool>
- Disable Self-Shadowing with vertex lighting
<bool>
- Ignore surface normal for computing vertex lighting
<bool>
- Tweaks to the manner in which VRAD generates per-vertex lighting.
- Screen Space Fade
<bool>
- The method by which the fading distance should be determined.
- Yes: fade "distance" is the size of the object on-screen, in pixels.
- No (default): fade distance is the distance from the camera, in units.
- Start Fade Dist/Pixels
<float>
- Normally: distance at which the prop starts to fade (<0 means use End Fade Dist).
- Screen Space Fade mode: width in pixels of the prop when it starts to fade.
- End Fade Dist/Pixels
<float>
- Normally: maximum distance at which the prop is visible (0 means don't fade out).
- Screen Space Fade mode: width in pixels of the prop when it finishes fading.
- Fade Scale
<float>
- If you specify so in worldspawn, or if the engine is running below DirectX7, props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether.
Studiomodel:
(modelscale)
<float> (in all games since )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.
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Reflection:
- Render in Fast Reflections
(drawinfastreflection)
<boolean> (in all games since ) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
}} 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.
Warning:If these are used, the object may break when the user switches their DirectX settings.
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Angles:
- Pitch Yaw Roll (Y Z X)
(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.