Env fade: Difference between revisions

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{{lang|Env fade}}
{{otherlang2
[[File:env_fade.png|left|link=]]{{base point|env_fade}} It controls screen fades to or from a solid color.  Add '''Duration''' and '''Hold Time''' together for the total time this entity will be in effect.
|ru=env_fade:ru
}}


{{code class|CEnvFade|EnvFade.cpp}}
{{base point|env_fade}}  


{{clr}}
==Entity description==
[[File:env_fade.png|left|link=]]
It controls screen fades. Screen fades are used to blend regular game imagery to or from a solid color.  Add '''duration''' and '''holdtime''' together for the total time this entity will be in effect.
The modulate flag on <code>env_fade</code> uses a different kind of blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color (i.e. the fade color becomes a more/less opaque overlay over the scene). Modulate actually attenuates the screen colors in RGB with the fade color. So you could, for example, remove all of the red and blue from a scene with modulate and be left with a green overlay - well, sort of night vision anyway. The fade color for that would be pure green with modulate.{{clr}}


==ConVars/Commands==
== Keyvalues ==
{{varcom|start}}
{{KV|Duration (seconds)|string|The time that it will take to fade the screen in or out.}}
{{varcom|fadein|float int int int 0|Time (seconds), Red, Green, Blue, {{todo}}|Makes the screen black (or the specified color), then fades to the normal view. {{todo|Why is the last number required?}}}}
{{KV|Hold Fade (seconds)|string|The time to hold the faded in/out state.}}
{{varcom|fadeout|float int int int 0|Time (seconds), Red, Green, Blue, {{todo}}|Fades the screen to black (or the specified color). {{todo|Why is the last number required?}}}}
{{KV|Fade Alpha|integer|Alpha of the fade, where 0 {{=}} fully transparent and 255 {{=}} fully opaque.}}
{{varcom|end}}
{{KV|Fade Color (R G B)|color255|Fade color.}}
{{KV|Reverse Fade Duration (seconds)|float|The duration of the reverse fade.|since=P2}}
{{KV Targetname}}


==Flags==  
== Flags ==  
*1: Fade From - Screen fades ''from'' the specified color instead of ''to'' it.
[[File:Env fade flag 4.jpg|thumb|150px|right|The Flags menu will show this for Flag 4 (Turn off SmartEdit and type spawnflags 4).]]
*2: Modulate - Uses attenuation blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color. Modulate actually attenuates the RGB channels. For example, a color of <code>0 255 0</code> would mute the red and blue channels and create a green nightvision-type effect.
* 1 : Fade From
*4: Triggering player only {{not in FGD}} - Only affects the screen of the {{ent|!activator}}. <code>!activator</code> is probably the easiest to reach through a [[trigger]] entity. If not checked, the fade will apply to all players.
:Essentially a "fade in," where the screen begins from an opaque color.  
*8: Stay Out - Fade remains indefinitely until another fade deactivates it.
* 2 : Modulate
 
:Use attenuation blending, see [[#Entity Description|Entity Description]].
==Keyvalues==
* 4 : Triggering player only  
{{KV|Duration (seconds) (duration)|string|The time that it will take to fade the screen in or out.}}
:Only affect activator.
{{KV|Hold Fade (seconds) (holdtime)|string|The time to hold the faded in/out state.}}
:{{note|This flag exists in all Source games, but isn't listed in the FGD, if you don't want to edit the FGD to get it, just add 4 to your current spawnflags.}}
{{KV|Fade Alpha (renderamt)|integer|Alpha of the fade, where 0 {{=}} fully transparent and 255 {{=}} fully opaque.}}
* 8 : Stay Out
{{KV|Fade Color (R G B) (rendercolor)|color255|Fade color.}}
:The fade remains indefinitely until another fade deactivates it. This prevents the ondeath-fadeout used in Portal 2.
{{KV|Reverse Fade Duration (seconds) (ReverseFadeDuration)|float|The duration of the reverse fade.|since=P2}}
{{KV BaseEntity|css=1}}


==Inputs==
==Inputs==
{{IO|Fade|Start the screen fade.}}
{{IO|Fade|Start the screen fade.}}
{{IO|FadeReverse|Begin doing the reverse of the current fade.|since=P2}}
{{IO|FadeReverse|Begin doing the reverse of the current fade.|since=P2}}
{{IO|Alpha|nofgd=1|Changes '''Fade Alpha'''.}}
{{I Targetname}}
{{IO|Color|nofgd=1|Changes '''Fade Color'''.}}
{{I BaseEntity|prel4d=1}}


==Outputs==
==Outputs==
{{IO|OnBeginFade|Fired when the fade has begun.}}
{{IO|OnBeginFade|Fired when the fade has begun. {{activator|activator}}}}
{{O BaseEntity|l4d=1}}
{{O Targetname}}


[[Category:GUI Entities]]
[[Category:GUI Entities]]

Revision as of 06:31, 20 November 2018

Template:Otherlang2

Template:Base point

Entity description

Env fade.png

It controls screen fades. Screen fades are used to blend regular game imagery to or from a solid color. Add duration and holdtime together for the total time this entity will be in effect.

The modulate flag on env_fade uses a different kind of blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color (i.e. the fade color becomes a more/less opaque overlay over the scene). Modulate actually attenuates the screen colors in RGB with the fade color. So you could, for example, remove all of the red and blue from a scene with modulate and be left with a green overlay - well, sort of night vision anyway. The fade color for that would be pure green with modulate.

Keyvalues

Duration (seconds) ([todo internal name (i)]) <string>
The time that it will take to fade the screen in or out.
Hold Fade (seconds) ([todo internal name (i)]) <string>
The time to hold the faded in/out state.
Fade Alpha ([todo internal name (i)]) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) ([todo internal name (i)]) <color255>
Fade color.
Reverse Fade Duration (seconds) ([todo internal name (i)]) <float> (in all games since Portal 2)
The duration of the reverse fade.
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

Flags

The Flags menu will show this for Flag 4 (Turn off SmartEdit and type spawnflags 4).
  • 1 : Fade From
Essentially a "fade in," where the screen begins from an opaque color.
  • 2 : Modulate
Use attenuation blending, see Entity Description.
  • 4 : Triggering player only
Only affect activator.
Note.pngNote:This flag exists in all Source games, but isn't listed in the FGD, if you don't want to edit the FGD to get it, just add 4 to your current spawnflags.
  • 8 : Stay Out
The fade remains indefinitely until another fade deactivates it. This prevents the ondeath-fadeout used in Portal 2.

Inputs

Fade
Start the screen fade.
FadeReverse  (in all games since Portal 2)
Begin doing the reverse of the current fade.


Outputs

OnBeginFade
Fired when the fade has begun. (!activator is the activator)