From Valve Developer Community
FGD
@SolidClass = func_group : "This is a regular world brush, which gets collapsed to worldspawn"
[
_surf_trans(choices) : "Don't cast shadows" : : "" =
[
"" : "Default from VMT"
"10" : "Yes"
"-10" : "No"
]
_surf_noportal(choices) : "Not portalable" : : "" =
[
"" : "Default from VMT"
"64" : "Yes"
"-64" : "Yes"
]
_surf_nodraw(choices) : "Treat as nodraw" : : "" =
[
"" : "Default from VMT"
"128" : "Yes"
"-128" : "Yes"
]
_surf_nolight(choices) : "Don't create lightmaps" : : "Face is fullbright" =
[
"" : "Default from VMT"
"1024" : "Yes"
]
_surf_noshadows(choices) : "Don't receive shadows" : : "" =
[
"" : "Default from VMT"
"4096" : "Yes"
]
_cont_empty(choices) : "Non-solid to everything" : : "" =
[
"" : "Default from VMT"
"-4294967295" : "Yes"
]
_cont_grate(choices) : "Non-solid to bullets only" : : "" =
[
"" : "Default from VMT"
"8" : "Yes"
"-8" : "No"
]
_cont_debris(choices) : "Non-solid to QPhysics only" : : "" =
[
"" : "Default from VMT"
"67108864" : "Yes"
"-67108864" : "No"
]
_liquidtype(choices) : "Override liquid type" : : "" =
[
// Only used when the material is already liquid, as there's a bunch of VMT-specific stuff
"" : "Default"
"1" : "Water"
"2" : "Slime"
]
]
@SolidClass base(func_group) = func_detail : ""
[
_detail_noclip(choices) : "Strip brushsides" : : "Strip brushsides from this func_detail, causing it to be completely non-solid, and unable to be decompiled. Use only if close to brushside limit." =
[
"" : "No"
"1" : "Yes"
]
_detaillevel(choices) : "Detail level" : : "Small details on larger details should use mode 1. Very large details which are causing lighting problems should use mode -1." =
[
"-1" : "Chops world and func_detail" // Quake II-style
"" : "Chopped by world; chops func_detail" // Source-style
"1" : "Chopped by world and func_detail"
]
_detail_notjunc(choices) : "Don't fix t-junctions" : : "Only use if map refuses to compile due to exceeding the t-junction limit." =
[
"" : "Fix t-junctions (recommend)"
"1" : "Don't fix t-junctions"
]
]
@SolidClass base(func_group) = func_ladder : ""
[
_ladder_forcedetail(choices) : "Treat as detail brush?" : : "" =
[
"" : "Detail if opaque and/or nodraw"
"1" : "Always detail"
"-1" : "Never detail"
]
]
@SolidClass base(func_group) = func_illusionary_visblocker : "This brushwork will block VIS, but will be nonsolid."
[
_visblocker_solidity(choices) : "Solidity" : : "" =
[
"" : "Empty - non-solid to everything"
"1" : "Grate - nonsolid to bullets"
"2" : "Debris - nonsolid to QPhysics"
]
]
@PointClass = light_shadow : "" []
@PointClass base(light_spot) light(spot) = light_surface : "" []
@PointClass base(light_spot) light(spot) = light_rect : "" []
@PointClass base(light_spot) light(spot) = light_projectedtexture : "" []
@SolidClass base(light_environment) light(sun) = func_sunlight : "Like light_environment, but only affects within its boundaries." []