env_model
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Warning:
Important:Env_models do not have any collision, and will not cast shadows with normal compilers.
Workaround:A few options:
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CEnvModel |
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env_model
is a point entity available in Day of Defeat,
Cry of Fear,
Paranoia, and
Spirit of Half-Life.

- The {{{game3}}} parameter is inconsistent with the name defined by the {{SoHL}} template. This can most likely be fixed by setting the value of the {{{game3}}} parameter to Spirit of Half-Life.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
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 renderamt set to 0 (aka invisible) ZHLT light flags to "Opaque", and zhlt_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
- 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 with black_HIDDEN, and the rest of the faces with SKIP.
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 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; will not survive save-loads 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
Categories:
- Day of Defeat
- Non-internal Day of Defeat entities
- Day of Defeat entities
- Day of Defeat point entities
- Non-internal Cry of Fear entities
- Cry of Fear entities
- Cry of Fear point entities
- Non-internal Paranoia entities
- Paranoia entities
- Paranoia point entities
- Non-internal SoHL entities
- SoHL entities
- SoHL point entities
- This is a template errors