Func areaportalwindow: Difference between revisions
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Bug:(Known to affect Half-Life 2) The
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{{lang|Func areaportalwindow|title=func_areaportalwindow}} | {{lang|Func areaportalwindow|title=func_areaportalwindow}} | ||
{{CD|CFuncAreaPortalWindow|file1=func_areaportalwindow.cpp}} | |||
[[File:Hl2 d2 coast 09 areaportalwindows.png|250px|thumb|right|An example of its use on {{ent|d2_coast_09}}{{hl2}}. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the [[PVS]] and replaced with a hazy low-res texture.]] | [[File:Hl2 d2 coast 09 areaportalwindows.png|250px|thumb|right|An example of its use on {{ent|d2_coast_09}}{{hl2}}. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the [[PVS]] and replaced with a hazy low-res texture.]] | ||
[[File:Toolsareaportal.gif|link=Areaportal|left]]{{entity|func_areaportalwindow|type=e2}} It creates an [[areaportal]] that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap. | [[File:Toolsareaportal.gif|link=Areaportal|left]]{{entity|func_areaportalwindow|type=e2}} It creates an [[areaportal]] that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap. | ||
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{{bug|(Known to affect Half-Life 2) The <code>dev/dev_window</code> texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of the PVS depending on player position and view angle).}} | {{bug|(Known to affect Half-Life 2) The <code>dev/dev_window</code> texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of the PVS depending on player position and view angle).}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 07:41, 3 July 2023


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CFuncAreaPortalWindow |
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An example of its use on d2_coast_09
. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the PVS and replaced with a hazy low-res texture.

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

dev/dev_window
texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of the PVS depending on player position and view angle). [todo tested in ?]Keyvalues
- Rendered Window (target) <targetname>
- The brush entity that fills the gap left by the portal when closed.
- Fade Start Distance (FadeStartDist) <integer>
- Distance that the fade into the Rendered Window brush entity begins. The further back the player views, the more visible the brush entity will be.
- Fade End Distance (FadeDist) <integer>
- Distance at which the Rendered Window is fully visible, and the portal closes.
- Translucency limit (TranslucencyLimit) <normal>
- Prevents the Rendered Window brush from ever going completely transparent. Useful if your rendered window uses an opaque glass material.
- Foreground bmodel (BackgroundBModel) <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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- SetFadeStartDistance <integer >
- Sets Fade Start Distance.
- SetFadeEndDistance <integer >
- Sets Fade End Distance.