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celisej567
2021-08-05 17:55:37 +03:00
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//
// SandboxGame : Sandbox.Game
//
@PointClass = sandbox : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
]
//
// Tool : Carriable
//
@PointClass = weapon_tool : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// BalloonEntity : Sandbox.Prop
//
@PointClass model() = ent_balloon : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// BouncyBallEntity : Sandbox.Prop
//
@PointClass model() = ent_bouncyball : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// DirectionalGravity : Sandbox.Prop
//
@PointClass model() = directional_gravity : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// DroneEntity : Sandbox.Prop
//
@PointClass model() = ent_drone : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// LampEntity : Sandbox.SpotLightEntity
//
@PointClass = ent_lamp : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input TurnOn(void) : ""
input TurnOff(void) : ""
input Toggle(void) : ""
input SetLightColor(color255) : ""
input SetLightBrightness(float) : ""
input SetAppearance(integer) : ""
input SetCustomAppearance(string) : ""
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// LightEntity : Sandbox.PointLightEntity
//
@PointClass = ent_light : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input TurnOn(void) : ""
input TurnOff(void) : ""
input Toggle(void) : ""
input SetLightColor(color255) : ""
input SetLightBrightness(float) : ""
input SetAppearance(integer) : ""
input SetCustomAppearance(string) : ""
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// NoiseTest : Sandbox.Prop
//
@PointClass model() = noise_test : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// ThrusterEntity : Sandbox.Prop
//
@PointClass model() = ent_thruster : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// WheelEntity : Sandbox.Prop
//
@PointClass model() = ent_wheel : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]
//
// GravGun : Carriable
//
@PointClass = gravgun : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// PhysGun : Carriable
//
@PointClass = physgun : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// Flashlight : Weapon
//
@PointClass = weapon_flashlight : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// Pistol : Weapon
//
@PointClass = weapon_pistol : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// Shotgun : Weapon
//
@PointClass = weapon_shotgun : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// SMG : Weapon
//
@PointClass = weapon_smg : ""
[
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
]
//
// CarEntity : Sandbox.Prop
//
@PointClass model() = ent_car : ""
[
model(studio) [report]: "World Model" : "" : "The model this entity should use."
skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
-1 : "UNUSED"
0 : "COLLISION GROUP ALWAYS"
1 : "COLLISION GROUP NONPHYSICAL"
4 : "COLLISION GROUP DEFAULT"
5 : "COLLISION GROUP DEBRIS"
14 : "COLLISION GROUP WEAPON"
]
enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
output OnDamaged(void) : "Fired when the entity gets damaged"
]

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// THIS FILE IS AUTO-GENERATED
Layer0
{
shader "generic.vfx"
//---- Specular ----
F_SPECULAR 1
//---- Color ----
g_vColorTint "[1.000000 1.000000 1.000000 0.000000]"
TextureColor "materials/dev/primary_white_color.tga"
//---- Fog ----
g_bFogEnabled "1"
//---- Lighting ----
g_flDirectionalLightmapMinZ "0.050"
g_flDirectionalLightmapStrength "1.000"
g_vGlossinessRange "[0.500 1.000]"
g_vMetalnessRange "[0.500 1.000]"
TextureGlossiness "materials/default/default_gloss.tga"
TextureMetalness "materials/default/default_metal.tga"
TextureReflectance "[1.000000 1.000000 1.000000 0.000000]"
//---- Normal ----
TextureNormal "materials/default/default_normal.tga"
//---- Normal Map ----
g_flBumpStrength "1.000"
}

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