Template talk:KV RenderFields
Try excluding this line from the template: kv renderfxchoices
Then see how many articles are using that template besides those using it through this template.
If no other entity is, transfer the kv renderfxchoices template into this template, and delete the kv renderfxchoices template. --Andreasen 01:52, 6 Apr 2006 (PDT)
- The what links here list doesn't refresh...so I did a search on renderfxchoices and found env_laser and env_beam use it—ts2do 06:56, 6 Apr 2006 (PDT)
I believe that the render modes needs a little further explanation - something like a separate article/tutorial that's linked to, with pictures of each of the render modes. (I can't tell them apart, but I don't have time for doing it myself.) For instance, I'd like to see a picture of two pictures where a Glow and a World Space Glow is seen from two distances, and I'd also like to compare how poorly the Additive mode interacts with a prison lamp model when placed inside its bulb, compared to how nice the World Space Glow or Glow render modes. (The bulb itself doesn't block the glow, because of the GlowProxySize value, but its lamp shade blocks - marvelous.) --Andreasen 22:43, 16 Sep 2006 (PDT)
I'm amazed over the results my rigorous play-testing has shown: That the FX Color and FX Amount mostly work independent from the render modes, and also that a lot more modes than the Solid render mode is obsolete in Source. For instance the Additive mode doesn't work any different than Color or any other mode does. I'm wondering if I've done something wrong. If you find any more relations between render modes and the FX keyvalues, please report them. --Andreasen 07:55, 23 Sep 2006 (PDT)
Many are obsolete because their functionality has been integrated into the material system. Although some modes still have complete functionality, they're not as useful because they define the rendermode for the whole entity, rather than individual materials—ts2do 11:20, 23 Sep 2006 (PDT)