func_static
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Keys
color
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constantLight color
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light
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ConstantLight radius
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model2
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Optional .md3 model to also draw. It will attach itself to the origin brush.
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_castshadows;_cs
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Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
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_celshader
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Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
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_indexmap;alphamap
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Path/name for the art file used to guide the mapping of textures on the terrain surface.
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_layers;layers
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Integer value is the number unique root shaders that will be use on the terrain.
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_lightmapscale
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Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
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_receiveshadows;_rs
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Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
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_shader;shader
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Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
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_targetname
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Used to attach a misc_model entity to this entity.
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Spawnflags
START_INVIS
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Start the entity as non-existant, if targeted, it will toggle existance when triggered
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A brush model that just sits there, doing nothing.
Can be used for conditional walls and models.
If targeted, will appear|disappear when it's parent entity is triggered.
Target this entity with a misc_model to have the model attached to the entity
(set the model's "target" key to the same value as this entity's "targetname").
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