From Valve Developer Community
This is a documentation subpage for
Template:KV Studiomodel.
Don't forget to purge the contents of the base page upon creating or editing this subpage.
Usage
Note:model
, skin
, body
, and sequence
KVs can be hidden individually with {{{no model}}}, {{{no skin}}}, {{{no body}}}, and {{{no sequence}}}, respectively.
Parameter |
Description |
Example |
Preview
|
static |
Used display KVs that are only on static props (uniformscale ) instead of only on CBaseAnimating props (modelscale , body , sequence ). Call this template with |static=1 to display static prop KVs. |
{{KV Studiomodel|static=0}} |
Studiomodel:
- World Model
(model) <string>
- The model this entity should appear as. 128-character limit.
- Skin
(skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins. Bug:Static props with multiple skins will always calculate texture shadows based upon the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD. [todo tested in?]
- Uniform Scale Override
(uniformscale) <float> (in all games since )
- A multiplier for the size of the static prop model.
- Lighting Origin
(LightingOrigin) <targetname>
- Select an entity (preferably
info_lighting ) from which to sample lighting instead of the entity's origin, if per-vertex lighting is disabled on this prop.
Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup
(body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence
(sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin
(lightingorigin) <targetname>
- Select an entity (not
info_lighting !) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows
(disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Shadow Depth
(disableshadowdepth) <boolean> (in all games since )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity.
- Render in Fast Reflections
(drawinfastreflection) <boolean> (in all games since )
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities ) and in the world impostor pass.
|
noscroll |
Call this template with |noscroll=1 to stop this template from scrolling. |
{{KV Studiomodel|noscroll=1}} |
Studiomodel:
- World Model
(model) <string>
- The model this entity should appear as. 128-character limit.
- Skin
(skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale
(modelscale) <float> (in all games since ) (also in )
- A multiplier for the size of the model.
Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup
(body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence
(sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin
(lightingorigin) <targetname>
- Select an entity (not
info_lighting !) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows
(disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth
(disableshadowdepth) <boolean> (in all games since )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache) <integer choices> (in all games since )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
|
- Render in Fast Reflections
(drawinfastreflection) <boolean> (in all games since )
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities ) and in the world impostor pass.
|
prep2 |
Call this template with |prep2=1 to hide KVs added in Portal 2. |
{{KV Studiomodel|prep2=1}} |
Studiomodel:
- World Model
(model) <string>
- The model this entity should appear as. 128-character limit.
- Skin
(skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale
(modelscale) <float> (in all games since ) (also in )
- A multiplier for the size of the model.
Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup
(body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence
(sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin
(lightingorigin) <targetname>
- Select an entity (not
info_lighting !) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows
(disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
|
No Parameter |
N/A |
{{KV Studiomodel}} |
Studiomodel:
- World Model
(model) <string>
- The model this entity should appear as. 128-character limit.
- Skin
(skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale
(modelscale) <float> (in all games since ) (also in )
- A multiplier for the size of the model.
Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup
(body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence
(sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin
(lightingorigin) <targetname>
- Select an entity (not
info_lighting !) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows
(disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth
(disableshadowdepth) <boolean> (in all games since )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache) <integer choices> (in all games since )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
|
- Render in Fast Reflections
(drawinfastreflection) <boolean> (in all games since )
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities ) and in the world impostor pass.
|