Brush Entity Last edited 6 years ago2018-06-15 10:36:57 UTC

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Brush entities are one of the two types of entity in Goldsource and Source mapping. A brush entity is comprised of one or more brushes, and thus are entities that either define an area or make up some part of the level geometry. This includes doors, elevators, trains, buttons and more, as well as areas that trigger some element of game logic, such as causing damage to the player or activating other entities when the player enters them.

1 Comment

Commented 7 months ago2024-04-18 14:33:31 UTC Comment #106136
My FGD's ZHLT BaseClass is like this:
fgd
@BaseClass = ZHLT
[
    zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 =
    [
        0 : "Default"
        1 : "Embedded Fix"
        2 : "Opaque (blocks light)"
        3 : "Opaque + Embedded fix"
        6 : "Opaque + Concave Fix"
    ]
    light_origin(string) : "Light Origin Target"
    zhlt_hull1(target_destination) : "info_hullshape (standing)"
    zhlt_hull2(target_destination) : "info_hullshape (big monsters)"
    zhlt_hull3(target_destination) : "info_hullshape (crouching)"
    zhlt_usemodel(target_destination) : "ZHLT Template Model Target"
    zhlt_copylight(target_destination) : "ZHLT Copy Lighting From Target"
    zhlt_noclip(choices) : "ZHLT No-clipping" : "" =
    [
        "" : "Default clipping"
        1 : "No clip"
    ]
    zhlt_invisible(choices) : "ZHLT Invisibility" : "" =
    [
        "" : "Default (visible)"
        1 : "Invisible"
    ]
    zhlt_customshadow(string) : "ZHLT custom shadow (Alpha/RGB)" : : "Float value that specifies opacity of this brush entity. 0.0 (opaque) -> 1.0 (no shadow). Enter three values for RGB."
    zhlt_embedlightmap(choices) : "ZHLT embed lightmap" : "" =
    [
        "" : "No"
        1 : "Yes"
    ]
    zhlt_embedlightmapresolution(choices) : "ZHLT embed lightmap resolution" : "" =
    [
        "" : "[UNSET]"
        1  : "1 "
        2  : "2 "
        4  : "4 "
        8  : "8 "
        16 : "16"
        32 : "32"
        64 : "64"
    ]
    skin(choices) : "Contents" : "" =
    [
        ""  : "[UNSET]"
        -1  : "Empty"
        -2  : "Solid"
        -3  : "Water"
        -4  : "Slime"
        -5  : "Lava"
//        -6  : "Sky"
        -15 : "Translucent"
        -16 : "Ladder"
        -17 : "Fly field"
        -18 : "Gravity fly field"
        -19 : "Fog"
    ]
]

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