Level Editor/Entities/Prop: Difference between revisions

Level Editor: Prop page
 
American spelling
 
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{{Property row|name=Collision Shape Mode|type=List|default=FROM_MESH|desc=How its collision shape is made. '''FROM_MESH''' uses the collision shapes that come with the model, and falls back to a convex hull when it has none. '''CONVEX''' wraps the model in one convex hull: fast, good for most props. '''CONCAVE''' follows the model's triangles exactly: accurate for complex shapes such as an arch you can walk through.}}
{{Property row|name=Collision Shape Mode|type=List|default=FROM_MESH|desc=How its collision shape is made. '''FROM_MESH''' uses the collision shapes that come with the model, and falls back to a convex hull when it has none. '''CONVEX''' wraps the model in one convex hull: fast, good for most props. '''CONCAVE''' follows the model's triangles exactly: accurate for complex shapes such as an arch you can walk through.}}
{{Property row|name=Collision Layer / Collision Mask|type=Layers|default=1|desc=Leave on layer 1.}}
{{Property row|name=Collision Layer / Collision Mask|type=Layers|default=1|desc=Leave on layer 1.}}
{{Property row|name=Skin|type=Number|default=0|desc=Which set of materials the model draws (a team's colours, a crate's labels). Only shown for models that have more than one, such as linked Source models.}}
{{Property row|name=Skin|type=Number|default=0|desc=Which set of materials the model draws (a team's colors, a crate's labels). Only shown for models that have more than one, such as linked Source models.}}
{{Property row|name=Cast Shadow|type=Check box|default=On|desc=Whether the prop casts shadows.}}
{{Property row|name=Cast Shadow|type=Check box|default=On|desc=Whether the prop casts shadows.}}
{{Property table end}}
{{Property table end}}