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Visibility hint: Difference between revisions

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{{this is a|point entity|name=visibility_hint|game=SteamVR Home|game1=Half-Life: Alyx|engine=source2}} It is a point entity which is used to define visibility grid properties.
{{this is a|point entity|name=visibility_hint|game=SteamVR Home|game1=Half-Life: Alyx|game2=Counter-Strike 2|engine=source2}} It is a point entity which is used to define visibility grid properties.


==Entity description==
==Entity description==

Revision as of 06:48, 25 February 2024

visibility_hint is a point entity available in SteamVR Home SteamVR Home, Half-Life: Alyx Half-Life: Alyx, and Counter-Strike 2 Counter-Strike 2.

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It is a point entity which is used to define visibility grid properties.

Entity description

The visibility hint ostensibly affects visibility inside its bounds via the use of a voxel grid of variable resolution.

Todo: Test the use of this entity for its behavior.

Properties

Box Mins ([todo internal name (i)]) <coordinates>
The minimum bounds for the volume, can be dragged out in the 3d view or entered manually.


Box Maxs ([todo internal name (i)]) <coordinates>
The maximumbounds for the volume, can be dragged out in the 3d view or entered manually.


Hint Type ([todo internal name (i)]) <choices>
  • 0: Use Low Resolution (64 unit grid) (default)
  • 3: Use High Resolution
  • 6: Z-axis split


Source 2 Transform:

Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transformLocked) <boolean>
Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
Force Hidden (force_hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editorOnly) <boolean>
Entity is only displayed in Hammer and will not appear in game.

See also

SteamVR Home - Precomputed Visibility Tutorial