env_model
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| CEnvModel |
env_model is a model entity available in
Spirit of Half-Life,
Day of Defeat,
Cry of Fear, and
Paranoia.
It is used to place a model (usually an MDL) on a map, with optional animation and no collision. In the official FGD file it is descibed as a "new alternative to cyclers".
- Create a brush-based collision mesh and tie it to a func_wall with
rendermodeset to 4 (aka solid),renderamtset to 0 (aka invisible), ZHLT light flags to "Opaque", andzhlt_stripradset to 1 (aka enabled). This will also cast lightmap shadows, unless alphatest ({) textures are used.
Note:Will use up an extra edict; use sparingly. - Use NULL brushes on a func_detail, and ensure the env_model's origin is not inside of the brushes.
- Use clip brushes. Note that clip brushes can be shot through, so this should only be done for certain niche situations. Additionally, this method will not cast lightmap shadows.
Note:NULL and clip brushes will use the default footstep sounds when stepped on; the func_wall method should be used for non-concrete surfaces, such as tanks or sandbags.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Note:In
Day of Defeat, unnamed env_models are loaded clientside, instead of by the server. This means they only count as an edict for a split second upon loading the map or restarting the round.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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.
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Colormap (colormap) <integer>
- Works like the deathmatch recolor system, wherein this KV equals
(bottomcolor * 256) + topcolor. This value can be calculated using
.
- Skin (skin) <integer> (not in
) - Display different skins of the model if available.
- Body (body) <integer>
- Display different sub-models of the model if available.
- Sequence when on (m_iszSequence_On) <string>
- Displays the animation sequence of the model when on.
- Behaviour when on (m_iAction_On) <choices>
- Behaviour of the model when on.
Value Description 0 Freeze when sequence ends 1 Loop 2 Change state when sequence ends
- Sequence when off (m_iszSequence_Off) <string>
- Displays the animation sequence of the model when off.
- Behaviour when off (m_iAction_Off) <choices>
- Behaviour of the model when off.
Value Description 0 Freeze when sequence ends 1 Loop 2 Change state when sequence ends
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
ZHLT:
- Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
- Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclipenabled directly below this model's origin. Texture the top face withblack_HIDDEN, and the rest of the faces withSKIP. If the player or any other MDL entity can go above this model, place another identical func_detail above this model's origin to reduce the chance of extraneous models being lit weirdly.
Note:Not compatible with entities using the effect flag EF_INVLIGHT.
- Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the
modelKV.
- Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
- 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles
Flags
- Initially Off : [1]
- Drop to Floor : [2]
See also
- cycler_sprite - Similar entity available in all
GoldSrc games, without animation. Can display MDL and BSP models, despite its name. Most frequently used in
Counter-Strike; will not survive save-loads in singleplayer. - item_generic - Equivalent entity in
Half-Life: Opposing Force,
Condition Zero Deleted Scenes, and
Sven Co-op. - prop_dynamic - comparable entity in
Source