Infodecal: Difference between revisions

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(Decals do not need to be placed in the decals folder)
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==Entity Description==
==Entity Description==


It is the entity created when the [[Hammer Decal Tool|Decal tool]] is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In {{hl|2}}, these textures were indicated with a <nowiki>{</nowiki>, while in {{hl2|2}}, they are placed in the <code>decals/</code> texture folder. When needed, an [[info overlay | overlay]] can be used for more control over the applied texture. For example, an <code>infodecal</code> cannot be applied to a displacement, resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically.
It is the entity created when the [[Hammer Decal Tool|Decal tool]] is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In {{gldsrc|2}}, these textures were indicated with a <nowiki>{</nowiki>, while in {{source|2}}, they are indicated by the {{ent|$decal}} material parameter and typically placed in the <code>decals/</code> texture folder. When needed, an [[info overlay | overlay]] can be used for more control over the applied texture. For example, an <code>infodecal</code> cannot be applied to a displacement, resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically.


{{note|Naming this entity will make it count towards the [[Entity limit]] and make it more expensive, similar to a {{ent|light}} entity.}}
{{note|Naming this entity will make it count towards the [[Entity limit]] and make it more expensive, similar to a {{ent|light}} entity.}}

Revision as of 00:11, 29 November 2022

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Infodecal with Cubemap decaltexture

Template:Base point It is used to place a decal in a map.

Entity Description

It is the entity created when the Decal tool is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In GoldSrc GoldSrc, these textures were indicated with a {, while in Source Source, they are indicated by the $decal material parameter and typically placed in the decals/ texture folder. When needed, an overlay can be used for more control over the applied texture. For example, an infodecal cannot be applied to a displacement, resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically.

Note.pngNote:Naming this entity will make it count towards the Entity limit and make it more expensive, similar to a light entity.

Keyvalues

texture (texture) <decal>
The image to apply as a decal.
Low Priority (can be replaced) (LowPriority) <boolean>
If true, allows the decal to be removed to accommodate newly-placed decals. Default behavior is false (high priority), meaning it is always present.
Apply Entity (ApplyEntity) <targetname> (in all games since Left 4 Dead)
An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing.
Note.pngNote:Mainly present in Left 4 Dead seriesLeft 4 Dead series FGDs, but is still implemented in future branches.
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

Activate
Force the decal to apply itself to the world.


Outputs

See also