Func areaportalwindow: Difference between revisions
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Bug:This is a bug known to affect Half Life 2: The 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 existance depending on player position and viewangle). [todo tested in ?]
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(Special thanks to Marnamai) |
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==Entity description== | ==Entity description== | ||
[[File:Toolsareaportal.gif|link=Areaportal|left]][[Image:Areaportalwindow coast12.jpg|180px|thumb|right|caption|A func_areaportal_window that hides interior geometry by turning black at a distance.]]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]][[Image:Areaportalwindow coast12.jpg|180px|thumb|right|caption|A func_areaportal_window that hides interior geometry by turning black at a distance.]]It creates an [[areaportal]] that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap. | ||
{{bug|This is a bug known to affect Half Life 2: The 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 existance depending on player position and viewangle).}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 06:43, 30 June 2015
Entity description
It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.

Keyvalues
- Rendered Window
<targetname>
- The brush entity that fills the gap left by the portal when closed.
- Fade Start Distance
<int>
- Fade End Distance
<int>
- Unit boundaries of the fadeout.
- Translucency limit
<normal>
- Prevents the Rendered Window brush from ever going completely transparent. Useful if your rendered window uses an opaque glass material.
- Foreground bmodel
<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
Outputs
See also
- Areaportal - Main article about Areaportals.
- func_areaportal