Func areaportalwindow
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An example of its use on
. 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.
d2_coast_09

Entity description
It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.

Keyvalues
- Rendered Window
<targetname>
- The brush entity that fills the gap left by the portal when closed.
- Fade Start Distance
<int>
- Fade End Distance
<int>
- Unit boundaries of the fadeout.
- Translucency limit
<normal>
- Prevents the Rendered Window brush from ever going completely transparent. Useful if your rendered window uses an opaque glass material.
- Foreground bmodel
<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
Outputs
See also
- Areaportal - Main article about Areaportals.
- func_areaportal