env_model
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|  Class hierarchy | 
|---|
| CEnvModel | 
|  effects.cpp | 
env_model  is a   model entity  available in  Day of Defeat,
 Day of Defeat,  Cry of Fear,
 Cry of Fear,  Paranoia, and
 Paranoia, and  Spirit of Half-Life.
 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.
Important:Env_models do not have any collision, and will not cast shadows with normal compilers.  Workaround:A few options:
Workaround:A few options:
- Create a brush-based collision mesh and tie it to a func_wall with 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. 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. 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.
 Note:In Note:In Day of Defeat, unnamed env_models are made client-only after spawning. This means they only count as an edict for a split second upon loading the map or restarting the round. Day of Defeat, unnamed env_models are made client-only after spawning. 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 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 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 with- black_HIDDEN, and the rest of the faces with- SKIP.
 Note:Not compatible with entities using the effect flag EF_INVLIGHT. 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 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. Counter-Strike; will not survive save-loads in singleplayer.
- item_generic - Equivalent entity in  Half-Life: Opposing Force, Half-Life: Opposing Force, Condition Zero Deleted Scenes, and Condition Zero Deleted Scenes, and Sven Co-op. Sven Co-op.
- prop_dynamic - comparable entity in  Source Source
