Func wall
From NFBSP
Brush Entity This entity lets you create a stationary piece of geometry in your level which can then be modifed (through its rendering properties) for a number of effects. Often used for performace reasons, and for things like unbreakable glass, masked textures (fences, ladders). Attributes
- Name (targetname) - Property used to identify entities.
* Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
o 0 = Normal
o 1 = Slow Pulse
o 2 = Fast Pulse
o 3 = Slow Wide Pulse
o 4 = Fast Wide Pulse
o 5 = Slow Fade Away
o 6 = Fast Fade Away
o 7 = Slow Become Solid
o 8 = Fast Become Solid
o 9 = Slow Strobe
o 10 = Fast Strobe
o 11 = Faster Strobe
o 12 = Slow Flicker
o 13 = Fast Flicker
o 14 = Constant Glow
o 15 = Distort
o 16 = Hologram (Distort and Fade)
* Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
o 0 = Normal
o 1 = Color
o 2 = Texture
o 3 = Glow
o 4 = Solid
o 5 = Additive
* FX Amount (renderamt)
* FX Color (rendercolor)
* Global Entity Name (globalname)
* ZHLT Lightflags (zhlt_lightflags)
* Light Origin Target (light_origin)
* Minimum light level (_minlight)
Flags
* Not in Deathmatch (2048)
Notes
* Unbreakable windows: Set the Render Mode to Texture, and the FX amount to about 100. This will make the entity see-through.
* Masked textures (blue background, prefixed with "{"): Apply a masked texture, then set the Render mode to Solid and the FX Amount to 255. The blue areas on the texture will not show up in the game.
* Small / complex objects: Brush entities dont break up world brushes (which can cause harsh transitions between light and dark, and performance decreases), so bind small stuff (light fittings, pipe flanges etc.) to func_wall entities.
