env_model
env_model
is a point entity available in the following GoldSrc games or engine branches:
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
withrenderamt
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: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)
<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; seefunc_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
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