Env fade: Difference between revisions
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Bug:
Bug:Due to mistake in code alpha value isn't read properly from these commands but if you specify rgb it also has to be specified for the fade to work. [todo tested in ?]
Thunder4ik (talk | contribs) m (clean up, added underlinked tag) |
Thunder4ik (talk | contribs) m (clean up, replaced: {{ModernBug → {{bug (2)) |
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{{fl|1|Fade From|Screen fades ''from'' the specified color instead of ''to'' it.}} | {{fl|1|Fade From|Screen fades ''from'' the specified color instead of ''to'' it.}} | ||
{{fl|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.}} | {{fl|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.}} | ||
{{fl|4|nofgd=1|Triggering player only| 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.{{ | {{fl|4|nofgd=1|Triggering player only| 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.{{bug|{{tf2}}<code>Fade From</code> and <code>Triggering player only</code> combined do not work. Fade effects with this flag cannot be faded ''from'' for only the {{ent|!activator}}.}} | ||
:{{todo|Test in other games}} | :{{todo|Test in other games}} | ||
{{fl|8|Stay Out|Fade remains indefinitely until another fade deactivates it.}} | {{fl|8|Stay Out|Fade remains indefinitely until another fade deactivates it.}} | ||
Line 39: | Line 39: | ||
{{varcom|fadeout|float int int int int|Time (seconds), Red, Green, Blue, Alpha|Fades the screen to black (or the specified color).}} | {{varcom|fadeout|float int int int int|Time (seconds), Red, Green, Blue, Alpha|Fades the screen to black (or the specified color).}} | ||
{{varcom|end}} | {{varcom|end}} | ||
{{ | {{bug|Due to mistake in code alpha value isn't read properly from these commands but if you specify rgb it also has to be specified for the fade to work.}} | ||
[[Category:GUI Entities]] | [[Category:GUI Entities]] |
Revision as of 11:44, 6 January 2024

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January 2024
env_fade | |
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![]() | |
Type | Point entity |
Engine | ![]() |
Availability | In all games |
![]() |
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CEnvFade |
![]() |
env_fade
is an e0 available in all Source games. 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.
Keyvalues
- Duration (seconds) (duration) <string>
- The time that it will take to fade the screen in or out.
- Hold Fade (seconds) (holdtime) <string>
- The time to hold the faded in/out state.
- Fade Alpha (renderamt) <integer>
- Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
- Fade Color (R G B) (rendercolor) <color255>
- Fade color.
- Reverse Fade Duration (seconds) (ReverseFadeDuration) <float> (in all games since
)
- The duration of the reverse fade.
Flags
- Fade From : [1]
- Screen fades from the specified color instead of to it.
- Modulate : [2]
- 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
0 255 0
would mute the red and blue channels and create a green nightvision-type effect.
{{fl|4|nofgd=1|Triggering player only| Only affects the screen of the !activator. !activator
is probably the easiest to reach through a trigger entity. If not checked, the fade will apply to all players.


Fade From
and Triggering player only
combined do not work. Fade effects with this flag cannot be faded from for only the !activator. [todo tested in ?]- Todo: Test in other games
- Stay Out : [8]
- Fade remains indefinitely until another fade deactivates it.
Inputs
- Fade
- Start the screen fade.
- FadeReverse (in all games since
)
- Begin doing the reverse of the current fade.
- Alpha !FGD
- Changes Fade Alpha.
- Color !FGD
- Changes Fade Color.
Outputs
- OnBeginFade
- Fired when the fade has begun.
ConCommands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
fadein | float int int int int | Time (seconds), Red, Green, Blue, Alpha | Makes the screen black (or the specified color), then fades to the normal view. |
fadeout | float int int int int | Time (seconds), Red, Green, Blue, Alpha | Fades the screen to black (or the specified color). |
