zhlt.fgd 5.4 KB

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  1. // light_shadow
  2. // It creates toggleable shadow for func_door, func_breakable, ...
  3. @PointClass color(255 255 0) = light_shadow : "Dynamic shadow control"
  4. [
  5. // Control the shadow of this solid entity.
  6. // The solid entity must have 'Opaque' set in its lightflags.
  7. target(target_destination) : "Target solid entity"
  8. // Switch the light_shadow on/off will cause shadow to disappear/appear.
  9. targetname(target_source) : "Name"
  10. style(choices) : "Appearance (no name allowed)" : "" =
  11. [
  12. "" : "Normal"
  13. 10: "Fluorescent flicker"
  14. 2 : "Slow, strong pulse"
  15. 11: "Slow pulse, noblack"
  16. 5 : "Gentle pulse"
  17. 1 : "Flicker A"
  18. 6 : "Flicker A"
  19. 3 : "Candle A"
  20. 7 : "Candle B"
  21. 8 : "Candle C"
  22. 4 : "Fast strobe"
  23. 9 : "Slow strobe"
  24. 12 : "Slow strobe"
  25. ]
  26. pattern(string) : "Custom Appearance"
  27. zhlt_stylecoring(string) : "Coring of this style(0.1default)"
  28. convertto(choices) : "Classname in game" : "light" =
  29. [
  30. "light" : "light"
  31. "light_spot" : "light_spot"
  32. ]
  33. spawnflags(flags) =
  34. [
  35. 1 : "Initially dark" : 0
  36. 2048 : "Not in Deathmatch" : 0
  37. ]
  38. ]
  39. // info_overview_point
  40. // It makes all entities visible from this place in overview mode (dev_overview 1).
  41. @PointClass color(255 0 0) = info_overview_point : "Disable VIS here for overview"
  42. [
  43. ]
  44. // info_sunlight
  45. // It generates a fake light_environment which defines sv_skycolor and sv_skyvec in game.
  46. // If you are using multiple light_environments, you will probably need this entity.
  47. @PointClass color(255 255 0) = info_sunlight : "light_environment info"
  48. [
  49. target(target_destination) : "Target"
  50. angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
  51. pitch(integer) : "Pitch" : -90
  52. _light(color255) : "Brightness" : "255 255 128 100"
  53. ]
  54. // func_group
  55. // It is not a real entity.
  56. // Brushes in this entity is same to world brushes, except:
  57. // (1) You can prevent them from blocking players.
  58. // (2) If faces in func_group coincide with world faces, it will always cover world faces.
  59. @SolidClass = func_group : "Solid brushes"
  60. [
  61. zhlt_noclip(choices) :"Passable" : "" =
  62. [
  63. "": "No"
  64. 1: "Yes"
  65. ]
  66. ]
  67. // info_texlights
  68. // It defines texture lights.
  69. // Add any texture name as a key and their brightness as the value.
  70. // Don't need to set colors because hlrad knows texture colors.
  71. @PointClass color(255 0 0) = info_texlights : "Texture name : Brightness"
  72. [
  73. ]
  74. // info_smoothvalue
  75. // It specifies smoothing threshold angle for each texture.
  76. @PointClass color(255 0 0) = info_smoothvalue : "Texture name : Threshold of smooth angle"
  77. [
  78. ]
  79. // info_translucent
  80. // It defines translucent effect for textures.
  81. // 0.0 = normal (only receive light from front), 1.0 = receive 100% light from back and 0% from front.
  82. // Can be used to simulate materials like fabric, coarse glass, plastic.
  83. // The thickness of brush with translucent textures can not exceed 2 units.
  84. @PointClass color(255 0 0) = info_translucent : "Texture name : translucent scale from 0.0 to 1.0"
  85. [
  86. ]
  87. // light_surface
  88. // It defines texture lights.
  89. @PointClass color(255 255 0) = light_surface : "Texture light"
  90. [
  91. _tex(string) : "Texture name" : "" // texture name (not case sensitive)
  92. _frange(string) : " Filter max distance" : "" // max distance from face center to this entity
  93. _fdist(string) : " Filter max dist to plane" : "" // max distance from face plane to this entity
  94. _fclass(string) : " Filter entity classname" : ""
  95. _fname(string) : " Filter entity name" : ""
  96. _light(string) : "Texture brightness" : "80" // value >= 80 will ensure full brightness. Colored brightness is not recommended.
  97. // Note:
  98. // If you want to set cone angle or any other value to 0,
  99. // '0.0' should be used instead of '0'.
  100. // This is a bug in Hammer.
  101. _cone(string) : " Inner(bright) angle(90default)" : "" // should be 90 for conventional texlights
  102. _cone2(string) : " Outer(fading) angle(90default)" : "" // should be 90 for conventional texlights
  103. _scale(string) : " Adjust emit scale(1.0default)" : "" // 0.0 = no emitting
  104. _chop(string) : " Grid size of sampling" : "" // in inch; not affected by texture scale
  105. _fast(choices) : " Fast" : "" =
  106. [
  107. "": "No"
  108. 1: "Yes"
  109. ]
  110. // 'light_surface' will not be recognized by the game if we don't change its classname.
  111. convertto(choices) : "Classname in game" : "light" =
  112. [
  113. "light" : "light"
  114. "light_spot" : "light_spot"
  115. ]
  116. targetname(target_source) : " Name" : "" // create a new light style with this name
  117. style(Choices) : " Appearance (no name allowed)" : "" = // use predefined light styles which have predefined patterns
  118. [
  119. "" : "Normal"
  120. 10: "Fluorescent flicker"
  121. 2 : "Slow, strong pulse"
  122. 11: "Slow pulse, noblack"
  123. 5 : "Gentle pulse"
  124. 1 : "Flicker A"
  125. 6 : "Flicker A"
  126. 3 : "Candle A"
  127. 7 : "Candle B"
  128. 8 : "Candle C"
  129. 4 : "Fast strobe"
  130. 9 : "Slow strobe"
  131. 12 : "Slow strobe"
  132. ]
  133. // Light of the same style share the same pattern.
  134. pattern(string) : " Custom Appearance" : "" // pattern defined by a sequence of letters
  135. // If light sent to a face is darker than the coring value, it will be considered indifferent with total darkness.
  136. // Large coring value: smaller bsp size.
  137. // Small coring: better look, but sometimes 'too many styles' error.
  138. // This feature only works on dynamic light styles, i.e. light sent from light entities with targetname or style.
  139. // Light of the same style share the same coring value.
  140. zhlt_stylecoring(string) : " Coring of this style(0.1default)" : "" // change coring value for this light style
  141. spawnflags(flags) =
  142. [
  143. 1 : "Initially dark" : 0
  144. 2048 : "Not in Deathmatch" : 0
  145. ]
  146. ]