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Added parallax cubemaps framework + other misc changes
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parent
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17
base.fgd
17
base.fgd
@ -3827,7 +3827,7 @@
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1 : "Yes"
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]
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Width(string) : "Width (1-64)" : "2" : "Width of the rope."
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Width(float) : "Width" : "2" : "Width of the rope."
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TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up."
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@ -4379,8 +4379,15 @@
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9 : "256x256"
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]
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sides(sidelist) : "Brush faces": : "(Optional) Brushes faces to directly attach to the env_cubemap. Press Pick then click on faces in the 3D View to select them. Use CTRL while clicking to add or remove from the selection."
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//parallaxobb(target_destination) : "Cubemap Bounds" : : "(Optional) assigns this cubemap a bounding box for parallax correction (brush entity tied to parallax_obb)."
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]
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//@SolidClass = parallax_obb
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//[
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// targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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//]
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@BaseClass = BModelParticleSpawner
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[
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StartDisabled(choices) : "Start Disabled" : 0 =
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@ -6161,7 +6168,7 @@
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1 : "Yes"
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]
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Mapname(string) : "Map Name" : : "logic_externaldata normally uses ''%mapname%_externaldata.txt'', but you could override the map name here to create/access external data intended for other maps. You could also just use this to write to additional external data files whether they're intended for another map or not."
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Mapname(string) : "Map Name" : : "logic_externaldata normally uses ''<current map's name>_externaldata.txt'', but you could override the map name here to create/access external data intended for other maps. You could also just use this to write to additional external data files whether they're intended for another map or not."
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// Inputs
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input WriteKeyValue(string) : "Writes the specified keyvalue. If the keyvalue already exists, it will be overwritten. If not, it will be created. Format is '<key> <value>', like AddOutput. (Spaces after the first will still be incorporated into the value)"
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@ -6652,6 +6659,8 @@
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//-------------------------------------------------------------------------
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//
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// Special Mapbase Entities
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//
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//-------------------------------------------------------------------------
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@PointClass base(Targetname) iconsprite("editor/mapbase_manifest.vmt") color(239 163 14) = mapbase_manifest : "Mounts additional manifest files"
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@ -6672,7 +6681,7 @@
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@PointClass base(Targetname) iconsprite("editor/convar_mod.vmt") color(239 163 14) = game_convar_mod : "Mods cvars"
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[
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// Keys
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target(string) : "ConVars" : "" : "The convars to modify. Multiple cvars can be modded with ';', e.g. 'host_timescale 0.25; npc_alyx_interact_manhacks 1'"
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target(string) : "ConVars" : "" : "The convars to modify. Multiple cvars can be modded with ';', e.g. 'host_timescale 0.5; npc_alyx_interact_manhacks 1'"
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spawnflags(Flags) =
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[
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@ -8652,7 +8661,7 @@
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input TurnFlashlightOff(void) : "Turns the player's flashlight off."
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input SquadForceSummon(void) : "Forces the player's squad to be resummoned."
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input SquadForceGoTo(target_destination) : "Forces the player's squad to go to a specific point or entity."
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input SquadForceGoTo(vector) : "Forces the player's squad to go to the specified point."
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input EnableGeigerCounter(void) : "Allows the player's geiger counter to respond to radiation if it was prevented before."
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input DisableGeigerCounter(void) : "Prevents the player's geiger counter from responding to radiation."
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@ -4930,11 +4930,11 @@
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//-------------------------------------------------------------------------
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@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/camera.mdl") frustum(FOV,-1,128,250 250 250,-1) = point_camera : "Camera"
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[
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// MAPBASE TODO: sphere(fogstart) sphere(fogend) seems distracting. Should we add it in anyway?
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// MAPBASE TODO: sphere(fogstart) sphere(fogend) seems distracting, especially with the frustum. Should we add it in anyway?
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spawnflags(Flags) =
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[
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1 : "[1] Start Off" : 0
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1 : "[1] Start Off" : 0
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]
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FOV(float) : "FOV" : 90 : "Field of view in degrees"
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