func_occluder
From Valve Developer Community
func_occluder is a brush entity available in all Source games. It hides models that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where func_areaportals or world brushes are unsuitable.
Contents |
Usage
Texturing
This entity works according to how materials has been applied to it:
- All sides covered with the occluder or trigger materials will occlude.
- All sides covered with the skip or nodraw materials, will not occlude.
Occuders and Areaportals
There are several important differences between occluders and areaportals:
- An occluder only hides props, not world geometery or static brushes.
- An occluder does not split visleaves.
- An occluder can be free standing and does not need to separate two areas.
Debugging commands
r_occlusion- Activate/deactivate the occlusion system.
r_visocclusion- Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_drawpixelvisibility- Show the occlusion proxies
r_occludeemaxarea- Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea- Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occlusionspew- Activate/deactivates spew about what the occlusion system is doing.
r_occludermincount- At least this many occluders will be used, no matter how big they are.
Keyvalues
- Start Active
<bool> - If the entity starts inactive, use the
ActivateorToggleinputs to turn it on.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Inputs
-
Activate -
Deactivate -
Toggle - Control the state of the occluder.
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
