Func wall

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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.
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