Func areaportalwindow: Difference between revisions
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{{Underlinked|date=January 2024}}{{this is a|brush entity|name=func_areaportalwindow|sprite=Toolsareaportal.gif}}{{CD|CFuncAreaPortalWindow|file1=func_areaportalwindow.cpp}} | |||
[[File:Hl2 d2 coast 09 areaportalwindows.png|250px|thumb|right|An example of its use on {{ent|d2_coast_09}}{{hl2}}. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the [[PVS]] and replaced with a hazy low-res texture.]] | [[File:Hl2 d2 coast 09 areaportalwindows.png|250px|thumb|right|An example of its use on {{ent|d2_coast_09}}{{hl2}}. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the [[PVS]] and replaced with a hazy low-res texture.]] | ||
It creates an [[areaportal]] that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap. | It creates an [[areaportal]] that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap. | ||
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*{{ent|func_areaportal}} | *{{ent|func_areaportal}} | ||
*[[Optimization/Level_Design|Optimization (Level Design)]] | *[[Optimization/Level_Design|Optimization (Level Design)]] | ||
[[Category:Optimization Brush Entities]] |
Revision as of 06:41, 12 July 2024






January 2024

func_areaportalwindow
is a brush entity available in all Source games.
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CFuncAreaPortalWindow |
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It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.

dev/dev_window
texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of the PVS depending on player position and view angle). [todo tested in ?]
You do not want to be walking up to a doorway for a while and see it fade from black to whatever is behind it.
It is recommended that the rendered window brush should use tools/black.vmt
when seen from the outside, because fading from black to a dark interior is less jarring.
Alternatively, if the room is lit in a specific color, make a simple texture that uses the same color as the light inside the room to make it appear as if the light was illuminating the room.
Looking from the inside out, dev/dev_window.vmt
(or dev/dev_windowportal.vmt
) would be a good idea. You can even modify a nearby env_cubemap outside the building to assign the window brushes sides to it, via "brush sides". Which forces the areaportal window brush to use the outside cubemap to make it a little more believable.
Keyvalues
- Rendered Window (target) <targetname>
- The brush entity that fills the gap left by the portal when closed.
- Fade Start Distance (FadeStartDist) <integer>
- Distance that the fade into the Rendered Window brush entity begins. The further back the player views, the more visible the brush entity will be.
- Fade End Distance (FadeDist) <integer>
- Distance at which the Rendered Window is fully visible, and the portal closes.
- Translucency limit (TranslucencyLimit) <normal>
- Prevents the Rendered Window brush from ever going completely transparent. Useful if your rendered window uses an opaque glass material.
- Foreground bmodel (BackgroundBModel) <targetname>
- Optional brush entity that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- SetFadeStartDistance <integer >
- Sets Fade Start Distance.
- SetFadeEndDistance <integer >
- Sets Fade End Distance.