Infodecal: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Decals do not need to be placed in the decals folder)
(Note overflow bug about infodecals not preserved in some games)
Line 3: Line 3:


{{base point|infodecal}} It is used to place a [[decal]] in a map.
{{base point|infodecal}} It is used to place a [[decal]] in a map.
{{bug|In games where this entity is not [[S_PreserveEnts|preserved]], such as {{tf2|2}}, large amounts of this entity present may overflow the decal limit after round restarts and not allow any more decals to be spawned. This can be be workarounded by spawning the decals once-off via [[VScript]] or [[point_template]]s instead.}}


==Entity Description==
==Entity Description==

Revision as of 11:30, 6 February 2023

English (en)Translate (Translate)
Infodecal with Cubemap decaltexture

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

Icon-Bug.pngBug:In games where this entity is not preserved, such as Team Fortress 2 Team Fortress 2, large amounts of this entity present may overflow the decal limit after round restarts and not allow any more decals to be spawned. This can be be workarounded by spawning the decals once-off via VScript or point_templates instead.  [todo tested in ?]

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 GoldSrc GoldSrc, these textures were indicated with a {, while in Source Source, they are indicated by the $decal material parameter and typically 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; however, overlays cannot be applied dynamically.

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 (texture) <decal>
The image to apply as a decal.
Low Priority (can be replaced) (LowPriority) <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.
Apply Entity (ApplyEntity) <targetname> (in all games since Left 4 Dead)
An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing.
Note.pngNote:Mainly present in Left 4 Dead seriesLeft 4 Dead series FGDs, but is still implemented in future branches.
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