Func occluder: Difference between revisions
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Note:The skip material works from all angles, not just the face it is applied to.
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[[ | [[File:Occlusion example.jpg|350px|thumb|Green boxes represent occluded props, red boxes unoccluded ones.]] | ||
{{base brush|func_occluder}} It hides [[model]]s that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where [[func_areaportal]]s or [[world brush]]es are unsuitable. | {{base brush|func_occluder}} It hides [[model]]s that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where [[func_areaportal]]s or [[world brush]]es are unsuitable. |
Revision as of 05:54, 10 September 2009
Template:Base brush It hides models that are entirely covered by it in the player's view, according to how it has been textured. They are used to control visibility in places where func_areaportals or world brushes are unsuitable.
Usage
Texturing
This entity works according to how materials has been applied to it:
- All sides covered with the occluder or trigger materials will occlude.
- All sides covered with the skip or nodraw materials, will not occlude.

Occuders and Areaportals
There are several important differences between occluders and areaportals:
- An occluder only hides props, not world geometery or static brushes.
- An occluder does not split visleaves.
- An occluder can be free standing and does not need to separate two areas.
Debugging commands
r_occlusion
- Activate/deactivate the occlusion system.
r_visocclusion
- Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_drawpixelvisibility
- Show the occlusion proxies
r_occludeemaxarea
- Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea
- Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occlusionspew
- Activate/deactivates spew about what the occlusion system is doing.
r_occludermincount
- At least this many occluders will be used, no matter how big they are.
Keyvalues
- Start Active
<bool>
- If the entity starts inactive, use the
Activate
orToggle
inputs to turn it on.
- 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
Activate
Deactivate
Toggle
- Control the state of the occluder.