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func_voxelsurface#548326

<title>func_voxelsurface</title>⤶ ⤶ # func_voxelsurface⤶ ⤶ A procedurally breakable voxel surface.⤶ ⤶ `This entity requires a mesh to function`⤶ ⤶ In code, it is defined in the `VoxelSurface.cs` file under `addons\base\code\Entity\Experimental\Voxel`.⤶ ⤶ ## Usage ⤶ ⤶ Create a quad, reszize it to your desired size then press <key>CTRL</key> + <key>T</key> to turn it into an entity and then set its class to `func_voxelsurface` ⤶ ⤶ <note>func_voxelsurface only works as a quad.</note>⤶ ⤶ ## Keyvalues⤶ ⤶ **Name (`targetname`)** ⤶ ⤶ >* The name that other entities refer to this entity by.⤶ ⤶ **Tags (`tags`)** ⤶ ⤶ >* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶ ⤶ **Width (`width`)**⤶ ⤶ >* How many voxels on the width (Limited to 64).⤶ ⤶ **Height (`height`)**⤶ ⤶ >* How many voxels on the height (Limited to 64).⤶ ⤶ **Thickness (`thickness`)**⤶ ⤶ >* How thick is the surface (Limited to 64).⤶ ⤶ **Material (`material`)**⤶ ⤶ >* Material to use for the surface.⤶ ⤶ **Frozen (`frozen`)**⤶ ⤶ >* Is the panel frozen.⤶ ⤶ **Shadow Casting (`enable_shadows`)**⤶ ⤶ >* Whether this entity should cast shadows or not.