Enemy Territory


constantLight color
ConstantLight radius
Optional .md3 model to also draw. It will attach itself to the origin brush.
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.
Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Path/name for the art file used to guide the mapping of textures on the terrain surface.
Integer value is the number unique root shaders that will be use on the terrain.
Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
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.
Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
Used to attach a misc_model entity to this entity.
Start the entity as non-existant, if targeted, it will toggle existance when triggered
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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