Func areaportalwindow: Difference between revisions

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(Special thanks to Marnamai)
(added an in-game example)
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[[File:Hl2 d2 coast 09 areaportalwindows.png|250px|thumb|right|An example of its use on <code>d2_coast_09</code>{{hl2}}. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the [[PVS]] and replaced with a hazy low-res texture.]]
{{base brush|func_areaportalwindow}}  
{{base brush|func_areaportalwindow}}  



Revision as of 04:16, 11 July 2018

An example of its use on d2_coast_09Half-Life 2. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the PVS and replaced with a hazy low-res texture.

Template:Base brush

Entity description

Toolsareaportal.gif
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.

Icon-Bug.pngBug: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 ?]

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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetFadeStartDistance <int>
SetFadeEndDistance <int>
The unit boundaries of the fadeout.


Outputs

See also