Infodecal: Difference between revisions
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==Entity | == Entity description == | ||
The infodecal entity is the entity created when the [[Hammer Decal Tool | Decal tool]] is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In Half-Life 1, these textures were indicated with a <nowiki>{</nowiki>, in Half-Life 2 they are placed in the decals/ texture folder. When needed, an [[info overlay | 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. | The '''infodecal''' entity is the entity created when the [[Hammer Decal Tool | Decal tool]] is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In Half-Life 1, these textures were indicated with a <nowiki>{</nowiki>, in Half-Life 2 they are placed in the decals/ texture folder. When needed, an [[info overlay | 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. | ||
==Keyvalues== | |||
== Keyvalues == | |||
* '''texture''' | * '''texture''' | ||
: <decal> | : <decal> | ||
* '''LowPriority''' | * '''LowPriority''' | ||
: {{boolean}} If so, it can be replaced | : {{boolean}} If so, it can be replaced | ||
==Inputs== | |||
== Inputs == | |||
* '''Activate''' | * '''Activate''' | ||
: Force the decal to apply itself to the world. | : Force the decal to apply itself to the world. | ||
==See | |||
* [[Decals]] | == See also == | ||
* [[Decals|Creating Decals]] | |||
* [[Hammer Decal Tool]] | * [[Hammer Decal Tool]] | ||
* [[Hammer Overlay Tool]] | * [[Hammer Overlay Tool]] | ||
* [[Info_projecteddecal]] | * [[Info_projecteddecal]] | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 04:02, 11 February 2008
Entity description
The infodecal entity 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 Half-Life 1, these textures were indicated with a {, in Half-Life 2 they are 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.
Keyvalues
- texture
- <decal>
- LowPriority
- <boolean> If so, it can be replaced
Inputs
- Activate
- Force the decal to apply itself to the world.