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env_model

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env_model is a point entity available in the following GoldSrc GoldSrc games or engine branches:
Day of Defeat Day of DefeatCry of Fear Cry of FearParanoia 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".

Icon-Important.pngImportant:Env_models do not have any collision, and will not cast shadows with normal compilers.
PlacementTip.pngWorkaround: A few options:
  • Create a brush-based collision mesh and tie it to a func_wall with renderamt set to 0 (aka invisible) and ZHLT light flags to "Opaque". Set the texture scale to 4.0 or higher to avoid wasting allocblock on invisible faces. This will also cast lightmap shadows, unless alphatest ({) textures are used.
    Note.pngNote: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.pngNote: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) <targetname>
The targetname that other entities refer to this entity by.

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.
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
FX Amount (1-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used to control the speed of scrolling textures; see func_conveyor for more information.


Model name (model) <model path>
Path to the model to be displayed.
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

Flags

  •  [1] : Initially Off
  •  [2] : Drop to Floor

See also