func_wall (Half-Life) Last edited 15 years ago2009-04-03 12:08:48 UTC

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Brush Entity

This entity lets you create a stationary piece of geometry in your level which can then be modifed (through its rendering properties) for a number of effects.
Often used for performace reasons, and for things like unbreakable glass, masked textures (fences, ladders).

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]Global Entity Name (globalname)[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Minimum light level (_minlight)[/li]
[/list]

Flags

Inputs

Outputs

Notes

1 Comment

Commented 4 months ago2024-06-28 06:57:44 UTC Comment #106219
Relevant ZHLT toggled texlight hack is still available in VHLT:
  • have a light and func_wall entity pair of the same name
  • set func_wall's style to -3
  • set light's custom pattern if needed, and whether it will be initially dark
  • set an entity to trigger the pair. they will be triggered together because of the shared name.
the effect being that the light emitted by the texlight has the same light style as the paired light entity instead of being static, and thus can be toggled with it.

But now that VHLT has light_surface, just use that instead.

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