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- // 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 A"
- 3 : "Candle A"
- 7 : "Candle B"
- 8 : "Candle C"
- 4 : "Fast strobe"
- 9 : "Slow strobe"
- 12 : "Slow strobe"
- ]
- pattern(string) : "Custom Appearance"
- zhlt_stylecoring(string) : "Coring of this style(0.1default)"
- 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 in overview mode (dev_overview 1).
- @PointClass color(255 0 0) = info_overview_point : "Disable VIS here for overview"
- [
- ]
- // 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 info"
- [
- target(target_destination) : "Target"
- angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
- pitch(integer) : "Pitch" : -90
- _light(color255) : "Brightness" : "255 255 128 100"
- ]
- // func_group
- // It is not a real entity.
- // Brushes in this entity is same to world brushes, except:
- // (1) You can prevent them from blocking players.
- // (2) If faces in func_group coincide with world faces, it will always cover world faces.
- @SolidClass = func_group : "Solid brushes"
- [
- 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 scale from 0.0 to 1.0"
- [
- ]
- // light_surface
- // It defines texture lights.
- @PointClass color(255 255 0) = light_surface : "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(string) : "Texture brightness" : "80" // value >= 80 will ensure full brightness. Colored brightness is not recommended.
- // 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
- _fast(choices) : " Fast" : "" =
- [
- "": "No"
- 1: "Yes"
- ]
- // '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 A"
- 3 : "Candle A"
- 7 : "Candle B"
- 8 : "Candle C"
- 4 : "Fast strobe"
- 9 : "Slow strobe"
- 12 : "Slow strobe"
- ]
- // Light of the same style share the same pattern.
- pattern(string) : " Custom Appearance" : "" // pattern defined by a sequence of letters
- // If light sent to a face is darker than the coring value, it will be considered indifferent with total darkness.
- // Large coring value: smaller bsp size.
- // Small coring: better look, but sometimes 'too many styles' error.
- // This feature only works on dynamic light styles, i.e. light sent from light entities with targetname or style.
- // Light of the same style share the same coring value.
- zhlt_stylecoring(string) : " Coring of this style(0.1default)" : "" // change coring value for this light style
- spawnflags(flags) =
- [
- 1 : "Initially dark" : 0
- 2048 : "Not in Deathmatch" : 0
- ]
- ]
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