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Added render target stuff to RT-based entities + added func_fake_worldportal + fixed point_camera SetSkyMode input not allowing an integer parameter
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base.fgd
55
base.fgd
@ -9139,6 +9139,61 @@
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"NOTE: currently, you cannot use reflective glass in scenes with water, and you can only " +
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"have 1 reflective glass in your view frustum ( + pvs ) at a time."
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[
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ReflectRenderTarget(choices) : "Reflection render target" : "_rt_WaterReflection" : "Makes this mirror target a specific RT texture for its reflection instead of just _rt_WaterReflection. You can manually type in any RT texture name if you know what you're doing or leave this blank to disable reflection entirely." =
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[
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"_rt_WaterReflection" : "_rt_WaterReflection (default)"
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"_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby refract mirrors)"
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"_rt_Camera" : "_rt_Camera (requires no active point_camera)"
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"" : "None (disables reflection)"
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]
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RefractRenderTarget(choices) : "Refraction render target" : "_rt_WaterRefraction" : "Makes this mirror target a specific RT texture for its refraction instead of just _rt_WaterRefraction. You can manually type in any RT texture name if you know what you're doing or leave this blank to disable refraction entirely." =
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[
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"_rt_WaterRefraction" : "_rt_WaterRefraction (default)"
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"_rt_WaterReflection" : "_rt_WaterReflection (requires no nearby reflect mirrors)"
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"_rt_Camera" : "_rt_Camera (requires no active point_camera)"
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"" : "None (disables refraction)"
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]
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// Inputs
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input SetReflectRenderTarget(string) : "Sets the reflection render target."
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input SetRefractRenderTarget(string) : "Sets the refraction render target."
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]
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@SolidClass base(func_brush) = func_fake_worldportal :
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"Used to produce perfectly reflective glass that renders world + entities. " +
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"Typically, you want your glass brush to have nodraw on all non-reflective surfaces " +
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"and you want to use a shader like lightmappedreflective in your material applied " +
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"to the non-nodraw surfaces. See hl2/materials/glass/reflectiveglass001.vmt for an example. " +
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"NOTE: currently, you cannot use reflective glass in scenes with water, and you can only " +
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"have 1 reflective glass in your view frustum ( + pvs ) at a time."
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[
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target(target_destination) : "Target Plane" : "" : "Target entity to render from."
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PlaneAngles(angle) : "Plane Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to look in. (added onto target entity's angles)"
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SkyMode(choices) : "Sky Mode" : 2 : "How to draw the sky through this view." =
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[
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2 : "Draw sky texture"
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1 : "Draw 3D skybox"
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]
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scale(integer) : "View scale" : 0 : "Scales the view, similar to sky_camera scale."
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RenderTarget(choices) : "Render target" : "" : "Makes this fake world portal target a specific RT texture instead of just _rt_WaterReflection. You can manually type in any RT texture name if you know what you're doing." =
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[
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"" : "_rt_WaterReflection (default)"
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"_rt_Camera" : "_rt_Camera (requires no active point_camera)"
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"_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby refract mirrors)"
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]
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FogController(target_destination) : "Fog Controller" : "" : "Makes this fake world portal use the properties of a specific env_fog_controller when rendering the scene. If no fog controller is specified, the scene will use the local player's fog parameters."
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// Inputs
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input SetTargetPlane(target_destination) : "Sets the target plane."
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input SetTargetPlaneAngle(vector) : "Sets the target plane direction."
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input SetSkyMode(integer) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!"
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input SetRenderTarget(string) : "Sets the render target."
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input SetFogController(target_destination) : "Sets the fog controller."
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]
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@PointClass base(Targetname) = env_particle_performance_monitor :
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@ -5003,7 +5003,7 @@
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@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/camera.mdl") frustum(FOV,fogstart,fogend,250 250 250,-1) = point_camera : "Camera"
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[
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// MAPBASE: sphere(fogstart) sphere(fogend) is distracting, especially with the frustum.
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// Instead of using spheres, we just stuck it into the frustum peroperties.
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// Instead of using spheres, we just stuck it into the frustum properties.
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spawnflags(Flags) =
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[
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@ -5032,13 +5032,24 @@
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2 : "Draw sky texture"
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1 : "Draw 3D skybox"
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]
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RenderTarget(choices) : "Render target" : "" : "Makes this camera target a specific RT texture instead of just _rt_Camera, allowing for multiple active point_cameras. Monitors for this camera must use materials which draw the target texture. You can manually type in any RT texture name if you know what you're doing." =
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[
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"_rt_Camera" : "_rt_Camera (default)"
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"_rt_Camera0" : "_rt_Camera0"
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"_rt_Camera1" : "_rt_Camera1"
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"_rt_Camera2" : "_rt_Camera2"
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"_rt_WaterReflection" : "_rt_WaterReflection (requires no nearby water/mirrors)"
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"_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby water/mirrors)"
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]
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// Inputs
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input ChangeFOV(string) : "Changes camera's FOV over time"
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input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off."
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input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off. Does not affect cameras using different render targets."
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input SetOn(void) : "Turn the camera on."
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input SetOff(void) : "Turn the camera off."
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input SetSkyMode(void) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!"
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input SetSkyMode(integer) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!"
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input SetRenderTarget(string) : "Sets the render target."
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]
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@PointClass base(point_camera) studioprop("models/editor/camera.mdl") = point_camera_ortho : "Orthographic Camera"
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