248 lines
8.4 KiB
Plaintext
248 lines
8.4 KiB
Plaintext
|
|
||
|
// light_shadow
|
||
|
// It creates toggleable shadow for func_door, func_breakable, ...
|
||
|
@PointClass color(255 255 0) = light_shadow : "Dynamic shadow control"
|
||
|
[
|
||
|
// Control the shadow of this solid entity.
|
||
|
// The solid entity must have 'Opaque' set in its lightflags.
|
||
|
target(target_destination) : "Target solid entity"
|
||
|
// Switch the light_shadow on/off will cause shadow to disappear/appear.
|
||
|
targetname(target_source) : "Name"
|
||
|
style(choices) : "Appearance (no name allowed)" : "" =
|
||
|
[
|
||
|
"" : "Normal"
|
||
|
10: "Fluorescent flicker"
|
||
|
2 : "Slow, strong pulse"
|
||
|
11: "Slow pulse, noblack"
|
||
|
5 : "Gentle pulse"
|
||
|
1 : "Flicker A"
|
||
|
6 : "Flicker B"
|
||
|
3 : "Candle A"
|
||
|
7 : "Candle B"
|
||
|
8 : "Candle C"
|
||
|
4 : "Fast strobe"
|
||
|
9 : "Slow strobe"
|
||
|
12 : "Underwater mutation"
|
||
|
]
|
||
|
pattern(string) : "Custom Appearance"
|
||
|
convertto(choices) : "Classname in game" : "light" =
|
||
|
[
|
||
|
"light" : "light"
|
||
|
"light_spot" : "light_spot"
|
||
|
]
|
||
|
spawnflags(flags) =
|
||
|
[
|
||
|
1 : "Initially dark" : 0
|
||
|
2048 : "Not in Deathmatch" : 0
|
||
|
]
|
||
|
]
|
||
|
|
||
|
// light_bounce
|
||
|
// Use as complement for light_shadow.
|
||
|
@PointClass color(255 255 0) = light_bounce : "Bounce light control"
|
||
|
[
|
||
|
// Control the light bounced from this solid entity.
|
||
|
target(target_destination) : "Target solid entity"
|
||
|
// When the targeted entity disappear, switch on the light_shadow and switch off the light_bounce at the same time.
|
||
|
targetname(target_source) : "Name"
|
||
|
style(choices) : "Appearance (no name allowed)" : "" =
|
||
|
[
|
||
|
"" : "Normal"
|
||
|
10: "Fluorescent flicker"
|
||
|
2 : "Slow, strong pulse"
|
||
|
11: "Slow pulse, noblack"
|
||
|
5 : "Gentle pulse"
|
||
|
1 : "Flicker A"
|
||
|
6 : "Flicker B"
|
||
|
3 : "Candle A"
|
||
|
7 : "Candle B"
|
||
|
8 : "Candle C"
|
||
|
4 : "Fast strobe"
|
||
|
9 : "Slow strobe"
|
||
|
12 : "Underwater mutation"
|
||
|
]
|
||
|
pattern(string) : "Custom Appearance"
|
||
|
convertto(choices) : "Classname in game" : "light" =
|
||
|
[
|
||
|
"light" : "light"
|
||
|
"light_spot" : "light_spot"
|
||
|
]
|
||
|
spawnflags(flags) =
|
||
|
[
|
||
|
1 : "Initially dark" : 0
|
||
|
2048 : "Not in Deathmatch" : 0
|
||
|
]
|
||
|
]
|
||
|
|
||
|
// info_overview_point
|
||
|
// It makes all entities visible from this place. This is useful for overview mode (dev_overview 1).
|
||
|
// If "Reversed" is selected, this place will become visible from the entire map. This is useful for large skybox model.
|
||
|
@PointClass color(255 0 0) = info_overview_point : "Disable VIS here for overview"
|
||
|
[
|
||
|
reverse(choices) : "Reversed" : "" =
|
||
|
[
|
||
|
"": "No"
|
||
|
1: "Yes"
|
||
|
]
|
||
|
]
|
||
|
|
||
|
// info_sunlight
|
||
|
// It generates a fake light_environment which defines sv_skycolor and sv_skyvec in game.
|
||
|
// If you are using multiple light_environments, you will probably need this entity.
|
||
|
@PointClass color(255 255 0) = info_sunlight : "light_environment information that affects model brightness"
|
||
|
[
|
||
|
target(target_destination) : "Target"
|
||
|
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
|
||
|
pitch(integer) : "Pitch" : -90
|
||
|
_light(color255) : "Brightness" : "0 0 0 100"
|
||
|
]
|
||
|
|
||
|
// func_group
|
||
|
// It is not a real entity. Brushes in this entity are still world brushes.
|
||
|
@SolidClass = func_group : "Solid brushes"
|
||
|
[
|
||
|
zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
|
||
|
zhlt_noclip(choices) : "Passable" : "" =
|
||
|
[
|
||
|
"": "No"
|
||
|
1: "Yes"
|
||
|
]
|
||
|
]
|
||
|
|
||
|
// info_texlights
|
||
|
// It defines texture lights.
|
||
|
// Add any texture name as a key and their brightness as the value.
|
||
|
// Don't need to set colors because hlrad knows texture colors.
|
||
|
@PointClass color(255 0 0) = info_texlights : "Texture name : Brightness"
|
||
|
[
|
||
|
]
|
||
|
|
||
|
// info_smoothvalue
|
||
|
// It specifies smoothing threshold angle for each texture.
|
||
|
@PointClass color(255 0 0) = info_smoothvalue : "Texture name : Threshold of smooth angle"
|
||
|
[
|
||
|
]
|
||
|
|
||
|
// info_translucent
|
||
|
// It defines translucent effect for textures.
|
||
|
// 0.0 = normal (only receive light from front), 1.0 = receive 100% light from back and 0% from front.
|
||
|
// Can be used to simulate materials like fabric, coarse glass, plastic.
|
||
|
// The thickness of brush with translucent textures can not exceed 2 units.
|
||
|
@PointClass color(255 0 0) = info_translucent : "Texture name : translucent amount (0.0-1.0)"
|
||
|
[
|
||
|
]
|
||
|
|
||
|
// info_angularfade
|
||
|
// It gives textures metal like look.
|
||
|
// 1.0 = normal; higher value = brightness decrease more quickly when the angle increases
|
||
|
// Do not use this effect too much, because it looks unnatural and exaggerated.
|
||
|
@PointClass color(255 0 0) = info_angularfade : "Texture name : the speed at which light fade as its direction becomes parellel to the texture (default 1.0)"
|
||
|
[
|
||
|
]
|
||
|
|
||
|
// light_surface
|
||
|
// It defines texture lights.
|
||
|
// It is recommended to replace lights.rad and info_texlights with this entity.
|
||
|
@PointClass color(255 255 0) = light_surface : "Advanced texture light"
|
||
|
[
|
||
|
_tex(string) : "Texture name" : "" // texture name (not case sensitive)
|
||
|
_frange(string) : " Filter max distance" : "" // max distance from face center to this entity
|
||
|
_fdist(string) : " Filter max dist to plane" : "" // max distance from face plane to this entity
|
||
|
_fclass(string) : " Filter entity classname" : ""
|
||
|
_fname(string) : " Filter entity name" : ""
|
||
|
_light(color255) : "Texture brightness" : "255 255 255 80" // value >= 80 will ensure full brightness. Colored brightness is not recommended.
|
||
|
_texcolor(color255) : " Color(replace texture color)" : "" // emit light as if the texture is in this color
|
||
|
// Note:
|
||
|
// If you want to set cone angle or any other value to 0,
|
||
|
// '0.0' should be used instead of '0'.
|
||
|
// This is a bug in Hammer.
|
||
|
_cone(string) : " Inner(bright) angle(90default)" : "" // should be 90 for conventional texlights
|
||
|
_cone2(string) : " Outer(fading) angle(90default)" : "" // should be 90 for conventional texlights
|
||
|
_scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting
|
||
|
_chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale
|
||
|
_texlightgap(choices) : " Dark gap in front of texlight" : "" = // in texture pixels; size of dark area near the light source
|
||
|
[
|
||
|
"": "Default (no gap)"
|
||
|
"0.0": "0.0 - no gap"
|
||
|
"3.0": "3.0 - small gap"
|
||
|
"12.0": "12.0 - large gap"
|
||
|
]
|
||
|
_fast(choices) : " Fast" : "" =
|
||
|
[
|
||
|
"": "Auto"
|
||
|
1: "Yes"
|
||
|
2: "No"
|
||
|
]
|
||
|
// 'light_surface' will not be recognized by the game if we don't change its classname.
|
||
|
convertto(choices) : "Classname in game" : "light" =
|
||
|
[
|
||
|
"light" : "light"
|
||
|
"light_spot" : "light_spot"
|
||
|
]
|
||
|
targetname(target_source) : " Name" : "" // create a new light style with this name
|
||
|
style(choices) : " Appearance (no name allowed)" : "" = // use predefined light styles which have predefined patterns
|
||
|
[
|
||
|
"" : "Normal"
|
||
|
10: "Fluorescent flicker"
|
||
|
2 : "Slow, strong pulse"
|
||
|
11: "Slow pulse, noblack"
|
||
|
5 : "Gentle pulse"
|
||
|
1 : "Flicker A"
|
||
|
6 : "Flicker B"
|
||
|
3 : "Candle A"
|
||
|
7 : "Candle B"
|
||
|
8 : "Candle C"
|
||
|
4 : "Fast strobe"
|
||
|
9 : "Slow strobe"
|
||
|
12 : "Underwater mutation"
|
||
|
]
|
||
|
// Light of the same style share the same pattern.
|
||
|
pattern(string) : " Custom Appearance" : "" // pattern defined by a sequence of letters
|
||
|
spawnflags(flags) =
|
||
|
[
|
||
|
1 : "Initially dark" : 0
|
||
|
2048 : "Not in Deathmatch" : 0
|
||
|
]
|
||
|
]
|
||
|
|
||
|
// func_detail
|
||
|
// Similar in function to the func_detail in Source, though it is still subject to the bsp file format.
|
||
|
@SolidClass = func_detail : "Detail brushes"
|
||
|
[
|
||
|
// You can leave the detail level to 1. For tiny objects, you might set to 2, so that they won't chop faces of other func_details.
|
||
|
zhlt_detaillevel(integer) : "Detail level" : 1
|
||
|
// For large shapes such as terrain and walls, set this to no less than their detail level, so that they can chop the faces of adjacent world brushes.
|
||
|
zhlt_chopdown(integer) : "Lower its level to chop others" : 0
|
||
|
// Usually you don't have to use this.
|
||
|
zhlt_chopup(integer) : "Raise its level to get chopped" : 0
|
||
|
// For brushes in the same detail level and have overlapping faces (which are on the same plane), this priority determines which one will appear.
|
||
|
zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
|
||
|
// Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem.
|
||
|
zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1
|
||
|
// Very useful option which can reduce clipnode count.
|
||
|
zhlt_noclip(choices) : "Passable" : "" =
|
||
|
[
|
||
|
"": "No"
|
||
|
1: "Yes"
|
||
|
]
|
||
|
]
|
||
|
|
||
|
// info_hullshape
|
||
|
// It replaces the default cuboid shape of the player when generating collision hulls for certain brushes.
|
||
|
@SolidClass = info_hullshape : "Hull shape definition"
|
||
|
[
|
||
|
targetname(target_source) : "Name"
|
||
|
defaulthulls(choices) : "Set as default shape" : "" =
|
||
|
[
|
||
|
"": "No"
|
||
|
2: "for hull 1"
|
||
|
4: "for hull 2"
|
||
|
8: "for hull 3"
|
||
|
]
|
||
|
disabled(choices) : "Disable this entity" : "" =
|
||
|
[
|
||
|
"": "No"
|
||
|
1: "Yes"
|
||
|
]
|
||
|
]
|