Infodecal: Difference between revisions

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{{base point|infodecal}} 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 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.
== 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.
 
* See also [[Decals|Creating Decals]]
* See also [[Hammer Decal Tool]] and [[Hammer Overlay Tool]]
* See also [[Info_projecteddecal]]


== Keyvalues ==
== Keyvalues ==
* '''texture'''
{{KV|texture|decal|The image to apply as a decal.}}
: <decal>
{{KV|Low Priority (can be replaced)|boolean}}
* '''LowPriority'''
{{KV Targetname}}
: {{boolean}} If so, it can be replaced


== Inputs ==
== Inputs ==
* '''Activate'''
{{IO|Activate|Force the decal to apply itself to the world.}}
: Force the decal to apply itself to the world.
{{I Targetname}}
 
== Outputs ==
{{O Targetname}}
 
== See also ==
* [[Decals|Creating Decals]]
* [[Hammer Decal Tool]] and [[Hammer Overlay Tool]]
* [[Info_projecteddecal]]

Revision as of 09:24, 26 July 2011

Template:Base point 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 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 ([todo internal name (i)]) <decal>
The image to apply as a decal.
Low Priority (can be replaced) ([todo internal name (i)]) <boolean>
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