Env fade

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Entity description

Env fade.png

It controls screen fades. Screen fades are used to blend regular game imagery to or from a solid color. 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 fading 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 night vision anyway. The fade color for that would be pure green with modulate.

Keyvalues

Duration (seconds) ([todo internal name (i)]) <string>
The time that it will take to fade the screen in or out.
Hold Fade (seconds) ([todo internal name (i)]) <string>
The time to hold the faded in/out state.
Fade Alpha ([todo internal name (i)]) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) ([todo internal name (i)]) <color255>
Fade color.
Reverse Fade Duration (seconds) ([todo internal name (i)]) <float> (in all games since Portal 2)
The duration of the reverse fade.
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

The Flags menu will show this for Flag 4 (Turn off SmartEdit and type spawnflags 4).
  • 1 : Fade From
Essentially a "fade in," where the screen begins from an opaque color.
  • 2 : Modulate
Use attenuation blending, see Entity Description.
  • 4 : Triggering player only
Only affect activator.
Note.pngNote:This flag exists in all Source games, but isn't listed in the FGD, if you don't want to edit the FGD to get it, just add 4 to your current spawnflags.
  • 8 : Stay Out
The fade remains indefinitely until another fade deactivates it. This prevents the ondeath-fadeout used in Portal 2.

Inputs

Fade
Start the screen fade.
FadeReverse  (in all games since Portal 2)
Begin doing the reverse of the current fade.


Outputs

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