Infodecal: Difference between revisions

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== Entity description ==
== Entity description ==
The '''infodecal''' entity 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 Half-Life 1, these textures were indicated with a <nowiki>{</nowiki>, in Half-Life 2 they are placed in the decals/ texture folder. When needed, an [[info overlay | 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.
The '''infodecal''' entity 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 Half-Life 1, these textures were indicated with a <nowiki>{</nowiki>, in Half-Life 2 they are placed in the decals/ texture folder. When needed, an [[info overlay | 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.
* See also [[Decals|Creating Decals]]
* See also [[Hammer Decal Tool]] and [[Hammer Overlay Tool]]
* See also [[Info_projecteddecal]]


== Keyvalues ==
== Keyvalues ==
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* '''Activate'''
* '''Activate'''
: Force the decal to apply itself to the world.
: Force the decal to apply itself to the world.
== See also ==
* [[Decals|Creating Decals]]
* [[Hammer Decal Tool]]
* [[Hammer Overlay Tool]]
* [[Info_projecteddecal]]
[[Category:Entities]]

Revision as of 14:52, 12 April 2008

Template:Base point

Entity description

The infodecal entity 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 Half-Life 1, these textures were indicated with a {, in Half-Life 2 they are 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.

Keyvalues

  • texture
<decal>
  • LowPriority
<boolean> If so, it can be replaced

Inputs

  • Activate
Force the decal to apply itself to the world.