Infodecal: Difference between revisions

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(Targetname stuff is already covered on Decals)
(Note on naming)
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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.
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.


{{note|Naming this entity will make it count towards the [[Entity limit]] and make it more expensive, similar to a [[light]] entity.}}
== Keyvalues ==
== Keyvalues ==
{{KV|texture|decal|The image to apply as a decal.}}
{{KV|texture|decal|The image to apply as a decal.}}

Revision as of 13:30, 29 January 2018

Infodecal with Cubemap decaltexture

Template:Base point It is used to place a decal in a map.

Entity description

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.

Note.pngNote:Naming this entity will make it count towards the Entity limit and make it more expensive, similar to a light entity.

Keyvalues

texture ([todo internal name (i)]) <decal>
The image to apply as a decal.
Low Priority (can be replaced) ([todo internal name (i)]) <boolean>
If true, allows the decal to be removed to accommodate newly-placed decals. Default behavior is false (high priority), meaning it is always present.
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