Env screenoverlay

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env_screenoverlay in practice with effects/combine_binocoverlay. The following links to a youtube video of these in effect

Template:Base point It can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc.

Note.pngNote:An overlay will be applied to all players in multiplayer games, even when the !activator is a player. To apply an overlay to a single client, you can call the Command r_screenoverlay <material_path> on a point_clientcommand
Note.pngNote:In Portal 2, screen overlays are disabled by default. You must set cvar r_drawscreenoverlay to 1 to enable.

Materials

You can use any material as an overlay, but UnlitGeneric ones are recommended to avoid artefacting.

Valve provide these materials in the /effects folder:

combine_binocoverlay
Combine binoculars
tp_eyefx/tpeye
Green teleport shimmer
tp_eyefx/tpeye2

Red teleport shimmer

tp_eyefx/tpeye3
Blue teleport shimmer
tp_eyefx/tp_eyefx
Drugged distortion
tp_eyefx/tp_black
Black. A probable bug makes it so that a thin border around the overlay is still visible.
tp_eyefx/tp_eyefx_eli
Flashing animation of three figures. Hardly usable as an overlay.

These materials are not designed as screen overlays, but will work as one:

debug/yuv
Monochrome (Black and white)
effects/com_shield002a.vmt
The combine shield shader effect - refraction with drifting squares.
models/effects/portalfunnel_sheet
Red-yellow-green scrolling ground overlay
models/props_combine/portalball001_sheet
Green downward haze
effects/tp_refract
Red/Orange Refractive overlay
glass/glasswindow_refract01
As if looking through a glass Observation window from Portal

Keyvalues

Overlay Name 1 ([todo internal name (i)]) to Overlay Name 10 <string>
Name of the first overlay material to display.
Overlay Duration 1 ([todo internal name (i)]) to Overlay Duration 10 <float>
Amount of time that the overlay should be displayed for, after which it will begin showing the next overlay. Setting this to -1 will make the entity display the overlay indefinitely, until it's forced to change by an input.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

  • 1 : Allow Suit Zoom

Inputs

StartOverlays
Start displaying the first overlay.
StopOverlays
Stop displaying any overlays.
SwitchOverlay <floatRedirectInput/float>
Switch to displaying a specific overlay. Pass in the desired overlay number in the parameter. Entering -1 as the value will cause the overlay to display indefinitely.


Outputs

See also