Thread: New Entities & Features in 5.11 (Mirrors/Monitors/Portals, env_render_individual)

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    New Entities & Features in 5.11 (Mirrors/Monitors/Portals, env_render_individual)

    These entities were released with Sven Co-op 5.11. They are experimental and may be changed in a future release.

    Mirrors/Monitors/Portals only work when the game is running in 'Windowed' mode. This will be addressed in a future release.

    A demonstration map has been created to give mappers an example of how to use Mirrors/Monitors/Portals. Tutorials will be written later, but if you'd like to look at the map, please download it here.



    Known Issues:
    - Minimizing and re-opening the game before entering the mirror room (and possibly other rooms) causes your player model to become Barney.
    - Player model colors sometimes appear as the default colors.
    - Chrome on models may look incorrect.
    - If you enter the miniature skybox, you'll notice that there is a blue outline around the scaled-down platform. This is caused by a broken shader, which will be fixed in the next release. Fixed.
    - The default 'Start on' behavior is currently broken, which will be fixed in the next release. Mirrors/Monitors/Portals need to be set to 'Start Disabled' and manually triggered after the map starts. Fixed.
    - Monitors cannot have their targets changed. Fixed.



    Env_render_invidual (point entity):

    Changes the visual appearance of entities for one player or a group of players. Works in a similar fashion to env_render, except it is only visible to the target player or group of players.

    Keyvalues:

    target(string) : "Entity to affect"

    netname(string) : "Player to affect"

    message(string) : "Entity to copy from"

    rendermode(choices) : "Render Mode" : 0 =
    • 0: "Normal"
    • 1: "Color"
    • 2: "Texture"
    • 3: "Glow"
    • 4: "Solid"
    • 5: "Additive"


    renderamt(integer) : "FX Amount (1 - 255)"

    rendercolor(color255) : "FX Color (R G B)" : "0 0 0"

    Spawnflags:

    1: "No Renderfx" - Do not apply RenderFX keyvalue.
    2: "No Renderamt" - Do not apply Renderamt keyvalue.
    4: "No Rendermode" - Do not apply Rendermode keyvalue.
    8: "No Rendercolor" - Do not apply Rendercolor keyvalue.
    16: "Auto Apply" - Apply the values as soon as the map starts.
    32: "Start On" - Entity will be active as soon as the map starts.
    64 : "Affect Activator (ignore netname)" - Affect the entity's activator only. Ignores the netname (player to affect) keyvalue.
    128 : "Use Entity to copy from" - Entity specified by 'Entity to copy from' keyvalue is used as a template from which render values are copied.



    Func_mirror (brush entity):

    Can be used to create mirrors. Does not need an origin brush to function.

    Keyvalues:

    zoom(integer) : "Zoom" : 1
    • Scale of the image being displayed on the surface of the entity.


    fps(integer) : "Max FPS" : 0
    • Frames per second rendered by the entity.


    textureMode(choices) : "Texture Mode" : 1
    • Determines which textures on the brush will render the mirror/monitor/portal.
      • 0 : "{ Textures"
      • 1 : "All Textures"
      • 2 : "Named Texture"


    textureName(string) : "Texture Name"
    • Name of the texture that will be used to render the mirror/monitor/portal. Only used when textureMode is set to 2 (named texture).


    Spawnflags:

    1: "Solid" - Entity will be solid.
    2: "Start Disabled" - Entity must be triggered to work.
    16: "Render only every 2nd frame" - Entity will only render an image every second engine frame. May improve performance.



    Func_monitor (brush entity):

    Can be used to create display screens that render a camera view onto a surface. Does not need an origin brush to function.

    Keyvalues:

    target : "Target" : 1
    • The name of a trigger_camera entity which will be used as the source of the monitor's displayed image.


    zoom(integer) : "Zoom" : 1
    • Scale of the image being displayed on the surface of the entity.


    fps(integer) : "Max FPS" : 0
    • Frames per second rendered by the entity.


    textureMode(choices) : "Texture Mode" : 1
    • Determines which textures on the brush will render the mirror/monitor/portal.
      • 0 : "{ Textures"
      • 1 : "All Textures"
      • 2 : "Named Texture"


    textureName(string) : "Texture Name"
    • Name of the texture that will be used to render the mirror/monitor/portal. Only used when textureMode is set to 2 (named texture).


    width(integer) : "Width (Resolution)" - Width-resolution (in pixels) of the monitor, independent of the scale of the texture used on the monitor. Default is 512.

    height(integer) : "Height (Resolution)" - Height-resolution (in pixels) of the monitor, independent of the scale of the texture used on the monitor. Default is 512.

    Spawnflags:

    1: "Solid" - Entity will be solid.
    2: "Start Disabled" - Entity must be triggered to work.
    16: "Render only every 2nd frame" - Entity will only render an image every second engine frame. May improve performance.



    Func_portal (brush entity):

    Can be used to create 3D sky boxes and portals into other rooms. Needs an origin brush to function correctly.

    Keyvalues:

    target : "Target" : 1
    • The name of a target entity at which the portal will render a 3D projection from. Usually an info_target.


    zoom(integer) : "Zoom" : 1
    • Scale of the image being displayed on the surface of the entity.


    fps(integer) : "Max FPS" : 0
    • Frames per second rendered by the entity.


    textureMode(choices) : "Texture Mode" : 1
    • Determines which textures on the brush will render the mirror/monitor/portal.
      • 0 : "{ Textures"
      • 1 : "All Textures"
      • 2 : "Named Texture"


    textureName(string) : "Texture Name"
    • Name of the texture that will be used to render the mirror/monitor/portal. Only used when textureMode is set to 2 (named texture).


    Spawnflags:

    1: "Solid" - Entity will be solid.
    2: "Start Disabled" - Entity must be triggered to work.
    4: "Teleport" - Portal will teleport some objects to the destination image.
    8: "No GL ClipPlanes" - Usually when a portal is rendered, everything between the player and the area that the portal shows is clipped away. Usually you want this enabled, but you might want to disable this feature when creating concave portals (e.g. for 3d skyboxes).
    16: "Render only every 2nd frame" - Entity will only render an image every second engine frame. May improve performance.
    Attached Files Attached Files
    Last edited by Hezus; 14-05-2018 at 03:58 PM.

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