Info overlay transition: Difference between revisions

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{{this is a|point entity|internal=1|name=info_overlay_transition|game=Hammer 4|since=Source 2006}} {{not|{{Hammer++}}}}
{{this is a|point entity|internal=1|name=info_overlay_transition|game=Hammer 4|since=Source 2006}} {{not|{{Hammer++}}}}
Only existing in Hammer, entity creates a scrolling texture between a displacement and a water brush, so you can create a "wave" effect. As this entity is simply deleted by VBSP without being read, it does not exist in-game unless using a modified VBSP.
Only existing in Hammer, entity creates a scrolling texture between a displacement and a water brush, so you can create a "wave" effect. As this entity is simply deleted by VBSP without being read, it does not exist in-game unless using a modified VBSP.
{{confirm|Can this entity be re-implemented, creating a regular [[overlay]] that touches the specified water brushes and displacements?}}
==Keyvalues==
==Keyvalues==
{{KV Targetname null|vbsp only=q}}
{{KV|Material|intn=material|material|Texture to use with this overlay.}}
{{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|Brush faces|intn=sides|sidelist|Brush faces on which the overlay will be applied.}}

Revision as of 11:48, 6 March 2025

Info-red.png
This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.
The "Wave" effect from the info_overlay_transition.

info_overlay_transition is an internal point entity available in Hammer Hammer 4.x since Source 2006 Source 2006.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{Hammer 4}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Hammer 4.x.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

(not in Hammer++)

Only existing in Hammer, entity creates a scrolling texture between a displacement and a water brush, so you can create a "wave" effect. As this entity is simply deleted by VBSP without being read, it does not exist in-game unless using a modified VBSP.

Confirm:Can this entity be re-implemented, creating a regular overlay that touches the specified water brushes and displacements?

Keyvalues

Name (targetname) <string>
Name of this entity. Can be used by compile tools as a prop_static's lighting origin.
Also displayed in Hammer's 2D views and Entity Report. No effect in-game.
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