Screen overlay: Difference between revisions
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Thunder4ik (talk | contribs) m (→See also: clean up, replaced: Category:Level Design Tutorials → Category:Level Design) |
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* [[Env_screenoverlay|env_screenoverlay]] - the entity used to control overlays. | * [[Env_screenoverlay|env_screenoverlay]] - the entity used to control overlays. | ||
[[Category:Level Design | [[Category:Level Design]] |
Revision as of 05:22, 6 January 2024
Not to be confused with the Hammer Overlay Tool
You can make screen overlay effects just like when Gordon is being teleported out of Kleiner's lab early in the game. To do this use the env_screenoverlay entity and start it with a trigger output (via the StartOverlays
input)
You can input your desired number of overlay names (see list below) and decide how long they each should last by setting Overlay Duration (-1 means it stays on until killed by eventual trigger)
Overlay names
These are effect names you can put in the Overlay Name (1-10) field:
- Effects/alyxmonitor_idle
- Effects/ar2_altfire1 (large fireball center)
- Effects/ar2_altfire1b (large fireball center)
- Effects/ar2_altfire2
- Effects/ar2_altground2
- Effects/base (Big flat chunks)
- Effects/blood (blood stains spashed on fp perspective)
- Effects/blood_core (blood stains spashed on fp perspective)
- Effects/blood_drop (blood stains spashed on fp perspective)
- Effects/blueblackflash
- Effects/blueblacklargebeam
- Effects/blueflare1
- Effects/bluelaser1
- Effects/bluelaser2
- Effects/bluemuzzle
- Effects/bluespark
- Effects/breenscreen_static01_
- Effects/c17_07camera
- Effects/com_shield002a
- Effects/com_shield003a
- Effects/com_shield004a
- Effects/combine_binocoverlay
- Effects/combinedisplay001a
- Effects/combinedisplay001b
- Effects/combinedisplay002a
- Effects/combinedisplay002b
- Effects/combinemuzzle1
- Effects/combinemuzzle1_dark
- Effects/combinemuzzle1_nocull
- Effects/combinemuzzle1_noz
- Effects/combinemuzzle2
- Effects/combinemuzzle2_dark
- Effects/combinemuzzle2_nocull
- Effects/combinemuzzle2_noz
- Effects/energyball
- Effects/energysplash
- Effects/exit1
- Effects/FilmGrain128
- Effects/fire_cloud1
- Effects/fire_cloud2
- Effects/fire_embers1
- Effects/fire_embers2
- Effects/fire_embers3
- Effects/fleck_antlion1
- Effects/fleck_antlion2
- Effects/fleck_cement1
- Effects/fleck_cement2
- Effects/fleck_glass1
- Effects/fleck_glass2
- Effects/fleck_glass3
- Effects/fleck_tile1
- Effects/fleck_tile2
- Effects/fleck_wood1
- Effects/fleck_wood2
- Effects/fluttercore
- Effects/fog_d1_trainstation_02
- Effects/gunshipmuzzle
- Effects/gunshiptracer
- Effects/hydragutbeam
- Effects/hydragutbeamcap
- Effects/hydraspinalcord
- Effects/laser_citadel1
- Effects/spark_noz
- Effects/splash1
- Effects/splash2
- Effects/splash3
- Effects/splash4
- Effects/splashwake1
- Effects/splashwake3
- Effects/splashwake4
- Effects/strider_bulge_dudv
- Effects/strider_bulge_dudv_DX60
- Effects/strider_bulge_dx60
- Effects/strider_dark_flare
- Effects/strider_muzzle
- Effects/strider_pinch_dudv
- Effects/strider_pinch_dudv_dx60
- Effects/strider_tracer
- Effects/stunstick
- Effects/tesla_glow_noz
- Effects/tp_refract
- Effects/tracer_cap
- Effects/tracer_middle
- Effects/tracer_middle2
- Effects/tvscreen_noise001a
- Effects/tvscreen_noise002a
- Effects/water_highlight
- Effects/yellowflare
- Effects/yellowflare_noz
- Effects/CombineShield/comshieldwall
- Effects/CombineShield/comshieldwall2
- Effects/CombineShield/comshieldwall2faded
- Effects/CombineShield/comshieldwall3
- Effects/tp_eyefx/tp_black
- Effects/tp_eyefx/tp_eyefx
- Effects/tp_eyefx/tp_eyefx_eli
- Effects/tp_eyefx/tpeye
- Effects/tp_eyefx/tpeye2
- Effects/tp_eyefx/tpeye3
See also
- env_screenoverlay - the entity used to control overlays.