diff --git a/base.fgd b/base.fgd index 57c9313..957330b 100644 --- a/base.fgd +++ b/base.fgd @@ -9139,6 +9139,61 @@ "NOTE: currently, you cannot use reflective glass in scenes with water, and you can only " + "have 1 reflective glass in your view frustum ( + pvs ) at a time." [ + 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." = + [ + "_rt_WaterReflection" : "_rt_WaterReflection (default)" + "_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby refract mirrors)" + "_rt_Camera" : "_rt_Camera (requires no active point_camera)" + "" : "None (disables reflection)" + ] + + 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." = + [ + "_rt_WaterRefraction" : "_rt_WaterRefraction (default)" + "_rt_WaterReflection" : "_rt_WaterReflection (requires no nearby reflect mirrors)" + "_rt_Camera" : "_rt_Camera (requires no active point_camera)" + "" : "None (disables refraction)" + ] + + // Inputs + input SetReflectRenderTarget(string) : "Sets the reflection render target." + input SetRefractRenderTarget(string) : "Sets the refraction render target." +] + +@SolidClass base(func_brush) = func_fake_worldportal : + "Used to produce perfectly reflective glass that renders world + entities. " + + "Typically, you want your glass brush to have nodraw on all non-reflective surfaces " + + "and you want to use a shader like lightmappedreflective in your material applied " + + "to the non-nodraw surfaces. See hl2/materials/glass/reflectiveglass001.vmt for an example. " + + "NOTE: currently, you cannot use reflective glass in scenes with water, and you can only " + + "have 1 reflective glass in your view frustum ( + pvs ) at a time." +[ + target(target_destination) : "Target Plane" : "" : "Target entity to render from." + PlaneAngles(angle) : "Plane Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to look in. (added onto target entity's angles)" + + SkyMode(choices) : "Sky Mode" : 2 : "How to draw the sky through this view." = + [ + 2 : "Draw sky texture" + 1 : "Draw 3D skybox" + ] + + scale(integer) : "View scale" : 0 : "Scales the view, similar to sky_camera scale." + + 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." = + [ + "" : "_rt_WaterReflection (default)" + "_rt_Camera" : "_rt_Camera (requires no active point_camera)" + "_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby refract mirrors)" + ] + + 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." + + // Inputs + input SetTargetPlane(target_destination) : "Sets the target plane." + input SetTargetPlaneAngle(vector) : "Sets the target plane direction." + input SetSkyMode(integer) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!" + input SetRenderTarget(string) : "Sets the render target." + input SetFogController(target_destination) : "Sets the fog controller." ] @PointClass base(Targetname) = env_particle_performance_monitor : diff --git a/halflife2.fgd b/halflife2.fgd index 258585a..88c3d5e 100644 --- a/halflife2.fgd +++ b/halflife2.fgd @@ -5003,7 +5003,7 @@ @PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/camera.mdl") frustum(FOV,fogstart,fogend,250 250 250,-1) = point_camera : "Camera" [ // MAPBASE: sphere(fogstart) sphere(fogend) is distracting, especially with the frustum. - // Instead of using spheres, we just stuck it into the frustum peroperties. + // Instead of using spheres, we just stuck it into the frustum properties. spawnflags(Flags) = [ @@ -5032,13 +5032,24 @@ 2 : "Draw sky texture" 1 : "Draw 3D skybox" ] + + 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." = + [ + "_rt_Camera" : "_rt_Camera (default)" + "_rt_Camera0" : "_rt_Camera0" + "_rt_Camera1" : "_rt_Camera1" + "_rt_Camera2" : "_rt_Camera2" + "_rt_WaterReflection" : "_rt_WaterReflection (requires no nearby water/mirrors)" + "_rt_WaterRefraction" : "_rt_WaterRefraction (requires no nearby water/mirrors)" + ] // Inputs input ChangeFOV(string) : "Changes camera's FOV over time" - input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off." + input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off. Does not affect cameras using different render targets." input SetOn(void) : "Turn the camera on." input SetOff(void) : "Turn the camera off." - input SetSkyMode(void) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!" + input SetSkyMode(integer) : "Sets the sky mode. NOTE: 2 = draw sky texture, 1 = draw 3D skybox!" + input SetRenderTarget(string) : "Sets the render target." ] @PointClass base(point_camera) studioprop("models/editor/camera.mdl") = point_camera_ortho : "Orthographic Camera"