env_model
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Class hierarchy |
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CEnvModel |
effects.cpp |
env_model
is a point entity available in Day of Defeat, Cry of Fear, Paranoia, and Spirit of Half-Life.
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".
Important:Env_models do not have any collision, and will not cast shadows with normal compilers.
Workaround:A few options:
- Create a brush-based collision mesh and tie it to a func_wall with
renderamt
set to 0 (aka invisible) ZHLT light flags to "Opaque", andzhlt_striprad
set 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
Targetname:
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- 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.
- Model (model) <model path>
- Model to display (MDL, BSP, or SPR). Relative to mod folder.
- Skin (skin) <integer>
- Display different skins of the model if aviable.
- Body (body) <integer>
- Display different sub-models of the model if aviable.
- 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 FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 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.
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_noclip
enabled directly below this model's origin. Texture the top face withblack_HIDDEN
, and the rest of the faces withSKIP
. - Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
- Enable to cast shadows from MDLs found in the
model
KV. - 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; have issues when used in singleplayer.
- item_generic - Equivalent entity in Half-Life: Opposing Force, Counter-Strike: Condition Zero, Condition Zero Deleted Scenes, and Sven Co-op.
- prop_dynamic - comparable entity in Source