Info overlay transition: Difference between revisions
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Note:This is an internal entity. When the map is compiled by VBSP, it is processed and then removed; it does not exist when the map is running.
Note:These KVs are used by
Hammer only; the actual information that VBSP uses to create the overlay is a separate OverlayTransition{} block in the VMF.
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Le Glaconus (talk | contribs) (documented bug I just encountered) |
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{{ | [[File:Info_overlay_transistion_effect.png|The "Wave" effect from the info_overlay_transition.|200px|thumb|right]] | ||
{{this is a|logical entity|internal=1|name=info_overlay_transition|since=Source 2006}} | |||
This entity creates a scrolling texture between a displacement and a water brush, so you can create a "wave" effect. | |||
== | Unlike regular overlays, overlay transitions cannot modified by {{ent|env_texturetoggle}} or {{ent|material_modify_control}}. | ||
{{Internal entity note}} | |||
== | |||
== Keyvalues == | |||
{{note|These KVs are used by {{hammer|2}} only; the actual information that [[VBSP]] uses to create the overlay is a separate OverlayTransition{} block in the VMF.}} | |||
{{KV Targetname null|hammer only=y}} | |||
{{KV|Material|intn=material|material|Texture to use with this overlay.}} | |||
{{KV|Brush faces|intn=sides|sidelist|Brush faces on which the overlay will be applied.}} | |||
{{KV|Water faces|intn=sides2|sidelist|Water brush faces on which the overlay will be applied.}} | |||
{{KV|Texcoord Length Start|intn=LengthTexcoordStart|float}} | |||
{{KV|Texcoord Length End|intn=LengthTexcoordEnd|float}} | |||
{{KV|Texcoord Width Start|intn=WidthTexcoordStart|float}} | |||
{{KV|Texcoord Width End|intn=WidthTexcoordEnd|float}} | |||
{{KV|Width Land|intn=Width1|float|Width of the overlay on displacements from the coastline, in Hammer units.}} | |||
{{KV|Width Water|intn=Width2|float|Width of the overlay on water from the coastline, in Hammer units.}} | |||
{{KV|Show Debug|intn=DebugDraw|bool|If set, visualizes overlay width with helper cubes, as well as coastline angles in {{hammer|2}}.}} | |||
:* Red Cubes - Width Land | |||
:* Blue Cubes - Width Water | |||
:{{bug|When enabled, it causes models and sprites to render as wireframe when the {{ent|info_overlay_transition}} is in the camera view.|tested={{src13sp}}}} | |||
* | |||
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Latest revision as of 14:04, 27 May 2025
info_overlay_transition
is an internal logical entity available in all Source games since
Source 2006.
This entity creates a scrolling texture between a displacement and a water brush, so you can create a "wave" effect.
Unlike regular overlays, overlay transitions cannot modified by env_texturetoggle or material_modify_control.

Keyvalues


- Name (targetname) <string>
- Name of this entity. Displayed in Hammer's 2D views and Entity Report. No effect in-game, nor in map compilers.
- Material (material) <material>
- Texture to use with this overlay.
- Brush faces (sides) <sidelist>
- Brush faces on which the overlay will be applied.
- Water faces (sides2) <sidelist>
- Water brush faces on which the overlay will be applied.
- Texcoord Length Start (LengthTexcoordStart) <float>
- Texcoord Length End (LengthTexcoordEnd) <float>
- Texcoord Width Start (WidthTexcoordStart) <float>
- Texcoord Width End (WidthTexcoordEnd) <float>
- Width Land (Width1) <float>
- Width of the overlay on displacements from the coastline, in Hammer units.
- Width Water (Width2) <float>
- Width of the overlay on water from the coastline, in Hammer units.
- Show Debug (DebugDraw) <boolean>
- If set, visualizes overlay width with helper cubes, as well as coastline angles in
Hammer.
- Red Cubes - Width Land
- Blue Cubes - Width Water
Bug:When enabled, it causes models and sprites to render as wireframe when the info_overlay_transition is in the camera view. (tested in:
)