Template:KV Studiomodel:zh-cn/doc

From Valve Developer Community
Jump to navigation Jump to search
English (en)Deutsch (de)Esperanto (eo)Español (es)Français (fr)Suomi (fi)Hrvatski (hr)Magyar (hu)Italiano (it)日本語 (ja)한국어 (ko)Nederlands (nl)Polski (pl)Português (pt)Português do Brasil (pt-br)Русский (ru)Slovenčina (sk)Svenska (sv)Türkçe (tr)Українська (uk)Tiếng Việt (vi)中文 (zh)中文(臺灣) (zh-tw)
Edit-copy.png
This is a documentation subpage for Template:KV Studiomodel:zh-cn.
Don't forget to purge the contents of the base page upon creating or editing this subpage.  

用法

参数 描述 示例 预览
static 用于控制是否展示"Model Scale"键值。使用|static=0调用此模板以显示此键值。 {{KV Studiomodel:zh-cn|static=0}}
Studiomodel:
World Model (model) <string>
此实体应显示的模型。 128 个字符限制。
Skin (skin) <integer>
一些模型有多个skins English。该值从索引中选择,从 0 开始。
Tip.pngTip:Hammer 的模型浏览器如果您使用它来查看不同的 skin,则会自动更新该值。
Model Scale (modelscale) <float> (存在于自 Source 2013 以来)
模型大小的乘数。

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Reflection:
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
如果启用,该实体将在快速水反射中渲染(即当水材质指定$reflectonlymarkedentities时)和世界中的 impostor pass。
noscroll 使用|noscroll=1调用此模板以阻止此模板滚动和/或使用|prep2=1调用此模板以隐藏在Portal 2 Portal 2中添加的 KV。 {{KV Studiomodel:zh-cn|noscroll=1}}
Studiomodel:
World Model (model) <string>
此实体应显示的模型。 128 个字符限制。
Skin (skin) <integer>
一些模型有多个skins English。该值从索引中选择,从 0 开始。
Tip.pngTip:Hammer 的模型浏览器如果您使用它来查看不同的 skin,则会自动更新该值。

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Reflection:
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
如果启用,该实体将在快速水反射中渲染(即当水材质指定$reflectonlymarkedentities时)和世界中的 impostor pass。
prep2 使用|prep2=1调用此模板以隐藏在Portal 2 Portal 2中添加的 KV。 {{KV Studiomodel:zh-cn|prep2=1}}
Studiomodel:
World Model (model) <string>
此实体应显示的模型。 128 个字符限制。
Skin (skin) <integer>
一些模型有多个skins English。该值从索引中选择,从 0 开始。
Tip.pngTip:Hammer 的模型浏览器如果您使用它来查看不同的 skin,则会自动更新该值。

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.


无参数 N/A {{KV Studiomodel:zh-cn}}
Studiomodel:
World Model (model) <string>
此实体应显示的模型。 128 个字符限制。
Skin (skin) <integer>
一些模型有多个skins English。该值从索引中选择,从 0 开始。
Tip.pngTip:Hammer 的模型浏览器如果您使用它来查看不同的 skin,则会自动更新该值。

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
Reflection:
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
如果启用,该实体将在快速水反射中渲染(即当水材质指定$reflectonlymarkedentities时)和世界中的 impostor pass。