Env fade: Difference between revisions

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* 1 : Fade From - Essentially a "fade in," where the screen begins from an opaque color.
* 1 : Fade From - Essentially a "fade in," where the screen begins from an opaque color.
* 2 : Modulate - Use attenuation blending, see [[#Entity Description|Entity Description]].
* 2 : Modulate - Use attenuation blending, see [[#Entity Description|Entity Description]].
* 4 : Personal - Only apply to a single player
* 8 : Stay Out - The fade remains indefinitely until another fade deactivates it.
* 8 : Stay Out - The fade remains indefinitely until another fade deactivates it.



Revision as of 22:39, 12 July 2006

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Entity Description

Env fade.png

An entity that controls screen fades. 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 fade's 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 nightvision anyway. The fade color for that would be pure green with modulate.

Keyvalues

<integer> The time that it will take to fade the screen in or out.
  • holdtime
<integer> The time to hold the faded in/out state.
  • renderamt
<byte> Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
  • rendercolor
#000000 Fade Color

Flags

  • 1 : Fade From - Essentially a "fade in," where the screen begins from an opaque color.
  • 2 : Modulate - Use attenuation blending, see Entity Description.
  • 4 : Personal - Only apply to a single player
  • 8 : Stay Out - The fade remains indefinitely until another fade deactivates it.

Inputs

Start the screen fade.

Outputs

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