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BEE2.fgd
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BEE2.fgd
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// This is injected at the end of Portal2.fgd.
@PointClass
iconsprite("BEE2/editor/bee2_icon.vmt")
sidelist(realign_faces)
= bee2_template_conf:
"Defines configuration options for a template."
[
template_id(string): "Template ID" : "" : "The ID given to this template. If set this will be loaded automatically."
debug(boolean): "Debug Mode" : 0 : "If true, when this template is added to the map additional ents will be placed to assist visualising its effects."
realign_faces(sidelist): "Realign Faces" : : "Rotate and realign these faces to world." +
"This should be used on axis-aligned tile surfaces, to make texturing match in different templates. " +
"The faces must be axis-aligned."
vertical_faces(sidelist): "Rotate Faces to Vertical" : : "Rotate these faces in 90 degree increments until they point upwards."
skip_faces(sidelist): "Don't Retexture these faces" : : "Do not change textures on these faces."
overlay_faces(sidelist): "Overlay Transfer Faces" : : "Apply overlays on the base surface to this, when using BindOverlay."
temp_type(choices): "Template Type" : "default" : "Convert brushes to this type of entity." =
[
"default" : "Original Type"
"world" : "World Brush"
"detail" : "func_detail"
]
discard_brushes(boolean): "Discard Brushes" : 0 : "Don't keep brushes, for templates used to position overlays only."
detail_auto_visgroup(boolean): "Group Detail Entities" : 0 : "If True, each func_detail entity will be put into a auto_xx visgroup. Otherwise, all func_detail will be ungrouped. World brushes stay ungrouped regardless."
]
@PointClass
base(Angles)
iconsprite("BEE2/editor/bee2_icon.vmt")
studioprop("models/editor/angle_helper.mdl")
sidelist(faces)
= bee2_template_colorpicker:
"Applies the color of a surface at a position to template faces. The arrow should point out of the surface."
[
targetname(target_source): "Name" : : "Set the name to reference from other entities."
faces(sidelist): "Faces" : : "The faces this position is applied to."
priority(integer): "Priority" : 0 : "Set this higher to make it apply in preference to other pickers. This allows using fallback positions for surfaces."
grid_snap(boolean): "Snap To Grid" : 0 : "For items like fizzlers, snap to the closest grid position in side directions."
use_pattern(boolean): "Use Tile Pattern": 0 : "Force this surface to use the texture of the tile that would be here. " +
"Should be used ONLY on brushes pointing straight up, and that are split on the 32x32 lines to replace the normal surface entirely."
tex_white(material) : "White Material" : : "If set, the sides will be switched to this specific material if the surface is WHITE."
tex_black(material) : "Black Material" : : "If set, the sides will be switched to this specific material if the surface is BLACK."
remove_brush(choices): "Remove Tile" : 0 : "After grabbing the surface, should the tile be removed?" =
[
0: "Do not change"
1: "Remove Tile (Set to VOID)"
2: "Set to Nodraw"
]
]
@PointClass
base(Angles)
studioprop("models/BEE2/editor/tile_setter.mdl")
line(64 64 64, targetname, color_picker)
= bee2_template_tilesetter:
"Applies a tile type to a surface."
[
color_picker(target_destination): "Color Picker": "" : "If set, use this colorpicker to reuse existing textures."
force(boolean) : "Force Place" : 0 : "If enabled, place the tile regardless of what's already in this position."
color(choices): "Color" : "tile" : "The color to use for tiles (if applicable). If set to Match Var or Invert Var, the template must provide a color." =
[
"tile": "Use tile colour"
"match": "Match var"
"invert": "Invert var"
"copy": "Copy type, not color"
]
skin(choices): "Tile Type" : "4": "The tile type to apply." =
[
0: "Black"
1: "4x4 Black"
2: "White"
3: "4x4 White"
4: "Nodraw"
5: "Void (remove tile)"
6: "Cutout Tile (Broken)"
7: "Cutout Tile (Partial)"
]
]
@PointClass
base(Angles)
studioprop("models/BEE2/editor/barrier_setter.mdl")
= bee2_template_barriersetter:
"Set the type of glass/grating style barrier for a 32x32 voxel."
[
barrierid(string) : "Barrier" : : "The ID of the barrier to produce. Leave blank to remove. You can use VALVE_GLASS or VALVE_GRATING for the originals."
force(boolean) : "Force Place" : 0 : "If enabled, overwrite existing barriers."
]
@PointClass
studioprop("models/BEE2/editor/barrier_clearer.mdl")
= bee2_template_barrier_voxel_clear:
"Remove glass/grating style barriers on all sides of a voxel."
[
]
@PointClass
base(Angles)
studioprop("models/BEE2/editor/voxel_setter.mdl")
= bee2_template_voxelsetter:
"Applies a tile type to all the tiles on a voxel side."
[
force(boolean) : "Force Place" : 0 : "If enabled, place the tiles regardless of what's already in this position."
skin(choices): "Tile Type" : "4": "The tile type to apply." =
[
0: "Black"
1: "4x4 Black"
2: "White"
3: "4x4 White"
4: "Nodraw"
5: "Void (remove tile)"
6: "Cutout Tile (Broken)"
7: "Cutout Tile (Partial)"
]
]
// --------
// Entities used with editoritems_vmf to make editoritems configs.
// These should not appear in any maps.
@PointClass
base(Angles)
studioprop("models/BEE2/editor/connection_point.mdl")
= bee2_editor_connectionpoint: "Defines a connection point for antlines."
[
sortkey(string) : "Sort Key" : : "This allows specifying the order for connection points in the final script. The value is sorted in ascending order."
skin(choices) : "Orientation" : 1 : "The position of the antline relative to the signage." =
[
// 0 = useless, needed to distinguish materials in the model.
1: "Close Left"
2: "Close Right"
3: "Far Left"
4: "Far Right"
]
priority(integer) : "Priority" : 0 : "Defines which connection points are used first."
group_id(string) : "Group ID" : "" : "?"
]
@PointClass wirebox(min, max) = bee2_editor_embedface: "Defines a EmbedFace section for an item."
[
min(vecline) : "Minimum Position" : "-64 -64 0" : "The minimum position of the brush section. Vertical position is ignored."
min(vecline) : "Maximum Position" : "64 64 0" : "The minimum position of the brush section. Vertical position is ignored."
tile_type(choices) : "Tile Size" : "4x4" : "The size of tile to generate." =
[
"4x4_checkered" : "4x4 Checkered Tiles"
"4x4" : "4x4 Tiles"
"2x2" : "2x2 Tiles"
"1x1" : "1x1 Tiles"
"Grid_Default" : "Normal Wall"
]
]
@SolidClass = bee2_editor_embeddedvoxel: "Defines an EmbeddedVoxel section of an item. The bounding box must be aligned to the voxel grid."
[
]
@SolidClass = bee2_editor_occupiedvoxel: "Defines a region the item takes up. Depending on the resultant option, this can be positioned in a variety of ways: \n" +
"- Align to the 128x128 grid, to specify full voxels.\n" +
"- Make it thinner than 8 units, aligned to the side of a voxel to indicate a side.\n" +
"- Make it a multiple of 32 units to specify a set of 1/4 voxels."
[
coll_type(string) : "Collide Type" : "SOLID" : "Types of collision for this item."
coll_against(string) : "Collide Against" : "" : "Types this collides against."
]
@SolidClass
= bee2_collision_bbox: "Defines an AABB region of item collision for the compiler."
[
tags(string): "Tags" : : "Space-seperated list of tags to associate with the collision volume."
item_id(string) readonly: "Item ID" : : "In exports of the full map collisions, this is the item ID this collision is for."
coll_solid(boolean): "Collide: Solid" : 0 : "General collisions, should be used for solid walls, props and the like that do not pass anything through."
coll_grating(boolean): "Collide: Grating" : 0 : "Grating blocks movement, but does not block 'energy' effects."
coll_glass(boolean): "Collide: Glass" : 0 : "Glass blocks everything, except for line of sight and Discouragement Beams."
coll_bridge(boolean): "Collide: Bridge" : 0 : "The area of effect of a Light Bridge. "
coll_fizzler(boolean): "Collide: Fizzler" : 0 : "The region occupied by an object destroying fizzler (meaning objects could be destroyed here)."
coll_temporary(boolean): "Collide: Temporary" : 0 : "Indicates a region which will only sometimes be solid. This should be used for the movement region of things like platforms and panels."
coll_decoration(boolean): "Collide: Decoration" : 0 : "Prohibits additional decoration from being placed in this area."
coll_antlines(boolean): "Collide: Antlines" : 0 : "Prohibits antlines from being placed in this area."
coll_oob(boolean): "Collide: Out Of Bounds" : 0 : "Indicates a region which might be air, but is outside the puzzle. Objects will be prevented from spawning here."
]
@SolidClass base(bee2_collision_bbox)
= bee2_collision_volume: "Defines a region of item collision for the compiler. " +
"This does not need to align to axes."
[
]
// Entities added to the finished map to pass information to VRAD.
@PointClass
wirebox(mins, maxs)
iconsprite("BEE2/editor/bee2_icon.vmt")
= bee2_vscript_collision: "Stores a collision volume of either type, to be exported to VScript."
[
mins(vector) : "Mins"
maxs(vector) : "Maxes"
contents(integer) : "Contents" : 0 : "Collision type."
plane_01(string) : "Plane" : : "X Y Z distance."
plane_02(string) : "Plane" : : "X Y Z distance."
plane_03(string) : "Plane" : : "X Y Z distance."
plane_04(string) : "Plane" : : "X Y Z distance."
plane_05(string) : "Plane" : : "X Y Z distance."
plane_06(string) : "Plane" : : "X Y Z distance."
plane_07(string) : "Plane" : : "X Y Z distance."
plane_08(string) : "Plane" : : "X Y Z distance."
plane_09(string) : "Plane" : : "X Y Z distance."
plane_10(string) : "Plane" : : "X Y Z distance."
plane_11(string) : "Plane" : : "X Y Z distance."
plane_12(string) : "Plane" : : "X Y Z distance."
plane_13(string) : "Plane" : : "X Y Z distance."
plane_14(string) : "Plane" : : "X Y Z distance."
plane_15(string) : "Plane" : : "X Y Z distance."
plane_16(string) : "Plane" : : "X Y Z distance."
]
@PointClass
base(Angles)
iconsprite("BEE2/editor/bee2_icon.vmt")
= bee2_music_channel:
"Stores the configuration for the music soundscript."
[
channel(choices) : "Channel" : "BASE" : "The type of music this contains." =
[
"base" : "Main track"
"tbeam" : "Excursion Funnel"
"BounceGel" : "Repulsion Gel"
"SpeedGel" : "Propulsion Gel"
]
sync(boolean) : "Sync" : 0 : "For funnels only, synchronise to the base track."
volume(float) : "Volume" : "1.0" : "The volume to use for this track."
track01(sound) : "Track" : : "A track which may be potentially selected."
track02(sound) : "Track" : : "A track which may be potentially selected."
track03(sound) : "Track" : : "A track which may be potentially selected."
track04(sound) : "Track" : : "A track which may be potentially selected."
track05(sound) : "Track" : : "A track which may be potentially selected."
track06(sound) : "Track" : : "A track which may be potentially selected."
track07(sound) : "Track" : : "A track which may be potentially selected."
track08(sound) : "Track" : : "A track which may be potentially selected."
track09(sound) : "Track" : : "A track which may be potentially selected."
track10(sound) : "Track" : : "A track which may be potentially selected."
track11(sound) : "Track" : : "A track which may be potentially selected."
track12(sound) : "Track" : : "A track which may be potentially selected."
track13(sound) : "Track" : : "A track which may be potentially selected."
track14(sound) : "Track" : : "A track which may be potentially selected."
track15(sound) : "Track" : : "A track which may be potentially selected."
track16(sound) : "Track" : : "A track which may be potentially selected."
track17(sound) : "Track" : : "A track which may be potentially selected."
track18(sound) : "Track" : : "A track which may be potentially selected."
track19(sound) : "Track" : : "A track which may be potentially selected."
track20(sound) : "Track" : : "A track which may be potentially selected."
]
@PointClass
iconsprite("BEE2/editor/bee2_icon.vmt")
= bee2_coop_response :
"Stores the choreo scenes for responses to players in Coop."
[
type(string) : "Type" : : "The type of response this is."
choreo01(scene) : "Scene" : : "Random line to use."
choreo02(scene) : "Scene" : : "Random line to use."
choreo03(scene) : "Scene" : : "Random line to use."
choreo04(scene) : "Scene" : : "Random line to use."
choreo05(scene) : "Scene" : : "Random line to use."
choreo06(scene) : "Scene" : : "Random line to use."
choreo07(scene) : "Scene" : : "Random line to use."
choreo08(scene) : "Scene" : : "Random line to use."
choreo09(scene) : "Scene" : : "Random line to use."
choreo10(scene) : "Scene" : : "Random line to use."
choreo11(scene) : "Scene" : : "Random line to use."
choreo12(scene) : "Scene" : : "Random line to use."
choreo13(scene) : "Scene" : : "Random line to use."
choreo14(scene) : "Scene" : : "Random line to use."
choreo15(scene) : "Scene" : : "Random line to use."
choreo16(scene) : "Scene" : : "Random line to use."
choreo17(scene) : "Scene" : : "Random line to use."
choreo18(scene) : "Scene" : : "Random line to use."
choreo19(scene) : "Scene" : : "Random line to use."
choreo20(scene) : "Scene" : : "Random line to use."
]
@PointClass
iconsprite("BEE2/editor/bee2_icon.vmt")
= bee2_cube_filter_script:
"Stores models used for VScript cube filters."
[
filename(string) : "Filename" : : "The filename to produce."
function(string) : "Function" : : "The name of the function generated."
mdl01(studio) : "Model" : : "A model that satisfies the predicate."
mdl02(studio) : "Model" : : "A model that satisfies the predicate."
mdl03(studio) : "Model" : : "A model that satisfies the predicate."
mdl04(studio) : "Model" : : "A model that satisfies the predicate."
mdl05(studio) : "Model" : : "A model that satisfies the predicate."
mdl06(studio) : "Model" : : "A model that satisfies the predicate."
mdl07(studio) : "Model" : : "A model that satisfies the predicate."
mdl08(studio) : "Model" : : "A model that satisfies the predicate."
mdl09(studio) : "Model" : : "A model that satisfies the predicate."
mdl10(studio) : "Model" : : "A model that satisfies the predicate."
mdl11(studio) : "Model" : : "A model that satisfies the predicate."
mdl12(studio) : "Model" : : "A model that satisfies the predicate."
mdl13(studio) : "Model" : : "A model that satisfies the predicate."
mdl14(studio) : "Model" : : "A model that satisfies the predicate."
mdl15(studio) : "Model" : : "A model that satisfies the predicate."
mdl16(studio) : "Model" : : "A model that satisfies the predicate."
mdl17(studio) : "Model" : : "A model that satisfies the predicate."
mdl18(studio) : "Model" : : "A model that satisfies the predicate."
mdl19(studio) : "Model" : : "A model that satisfies the predicate."
mdl20(studio) : "Model" : : "A model that satisfies the predicate."
]
@AutoVisGroup = "BEE2"
[
"Templates"
[
"bee2_template_world"
"bee2_template_detail"
"bee2_template_overlay"
"bee2_template_scaling"
"bee2_template_conf"
]
"Editoritems"
[
"bee2_editor_connectionpoint"
"bee2_editor_embeddedvoxel"
"bee2_editor_embedface"
]
"Map Data"
[
"bee2_music_channel"
"bee2_coop_response"
"bee2_cube_filter_script"
"bee2_vscript_collision"
]
"Collisions"
[
"bee2_collision_bbox"
"bee2_collision_volume"
]
]
@AutoVisGroup = "Templates"
[
"Configuration"
[
"bee2_template_conf"
]
"Color Picker"
[
"bee2_template_colorpicker"
]
"Tile Setter"
[
"bee2_template_tilesetter"
]
"Barrier Setter"
[
"bee2_template_barriersetter"
"bee2_template_barrier_voxel_clear"
]
]