Brush EntityThis entity lets you create a stationary piece of geometry in your level which can then be modified (through its rendering properties) for a number of effects.
Often used for performance reasons, and for things like unbreakable glass, masked textures (fences, ladders).
Entity Properties
Class Info
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)[/li]
- Render Mode (rendermode) - Controls the type of rendering that is used for an object
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (renderamt)
- FX Color (rendercolor)
- Global Entity Name (globalname)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Minimum light level (_minlight)
Flags
Notes
- Unbreakable windows: Set the Render Mode to Texture, and the FX amount to about 100. This will make the entity see-through.
- Masked textures (blue background, prefixed with "{"): Apply a masked texture, then set the Render mode to Solid and the FX Amount to 255. The blue areas on the texture will not show up in the game.
- Small / complex objects: Brush entities don't break up world brushes (which can cause harsh transitions between light and dark, and performance decreases), so bind small stuff (light fittings, pipe flanges etc.) to func_wall entities.
func_wall
's style to-3
light
's custom pattern if needed, and whether it will be initially darkBut now that VHLT has light_surface, just use that instead.