Func areaportalwindow: Difference between revisions

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== Entity description ==
{{base brush|func_areaportalwindow}} It creates an [[areaportal]] that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.
Creates a type of [[areaportal]], used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the area through the window will not be drawn. The 'target' brush model should enclose the <code>func_areaportalwindow</code> so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model.


{{optim_brush}}
== See also ==


=== See also ===
* [[Areaportal]]
* [[areaportal]]
* [[areaportal tutorial]]
* [[func_areaportal]]
* [[func_areaportal]]


== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
 
* '''target'''
; Rendered Window <code><[[targetname]]></code>
: <target_destination> The name of a brush entity to render as the window.
: The [[brush entity]] that fills the gap left by the portal when closed.
* '''FadeStartDist'''
; Fade Start Distance <code><int></code>
: <integer> When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'.
; Fade End Distance <code><int></code>
* '''FadeDist'''
: [[Unit]] boundaries of the fadeout.
: <integer> When the viewer is at this distance, the portal becomes solid and closes off.
; Translucency limit <code><[[normal]]></code>
* '''TranslucencyLimit'''
: Prevents the ''Rendered Window'' brush from ever going completely transparent.
: <float> This value limits the translucency of the brush model and prevents it from becoming invisible when the viewer is right on top of it.
; Foreground bmodel <code><targetname></code>
* '''BackgroundBModel'''
: Optional brush entity that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it.
: <target_destination> (Optional) brush entity that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it.
{{KV Targetname}}


== Inputs ==
== Inputs ==
* {{I Targetname}}
 
; <code>SetFadeStartDistance <[[int]]></code>
; <code>SetFadeEndDistance <int></code>
: The [[unit]] boundaries of the fadeout.
{{I Targetname}}


== Outputs ==
== Outputs ==
* {{O Targetname}}
 
{{O Targetname}}

Revision as of 15:55, 15 November 2009

Template:Base brush It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.

See also

Keyvalues

Rendered Window <targetname>
The brush entity that fills the gap left by the portal when closed.
Fade Start Distance <int>
Fade End Distance <int>
Unit boundaries of the fadeout.
Translucency limit <normal>
Prevents the Rendered Window brush from ever going completely transparent.
Foreground bmodel <targetname>
Optional brush entity that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetFadeStartDistance <int>
SetFadeEndDistance <int>
The unit boundaries of the fadeout.


Outputs