Difference between revisions of "Info overlay"

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m (clarified render order description slightly)
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:(sidelist) Faces on which the overlay will be applied.
 
:(sidelist) Faces on which the overlay will be applied.
 
*'''RenderOrder'''
 
*'''RenderOrder'''
:(integer) Higher values render after lower values. This value can be 0–3.
+
:(integer) Higher values render after lower values (on top). This value can be 0–3.
 
*'''StartU''', '''EndU''', '''StartV''', '''EndV'''
 
*'''StartU''', '''EndU''', '''StartV''', '''EndV'''
 
:(float) Texture coordinates
 
:(float) Texture coordinates

Revision as of 17:38, 6 April 2011

info_overlay is an internal point entity available in all Source games.

Entity description

The info_overlay entity is automatically placed when you use the Hammer Overlay Tool. The sides keyvalue is automatically set when placed in this manner. If you need the overlay to span multiple faces, open the overlay's properties in SmartEdit mode, choose Brush Faces and then <Ctrl>-Click in the camera window to add more faces.

The overlay is a more powerful version of a standard decal: it can be resized, rotated, scaled, and distorted. Overlays can also be placed on displacements, where decals can't.

Note:This is an internal entity. When the map is compiled by VBSP it is processed and then removed: it does not exist when the map is running.

There can be a max amount of 512 overlays in a single map file. The info_overlays are all packed into a special lump in the BSP file. To enable accesses by name, a func_overlay_accessor entity is created in the compiled map, which translates targetnames to info_overlay ID numbers.

Distorting overlays

If the overlay is not yet placed, select the overlay tool and your material, and click where you wish the center of the overlay to be. You should now see 4 white boxes at the edges of the overlay, and you may drag them about to distort it.

If you wish to distort an existing overlay, first select the overlay you wish to edit, and then select the overlay tool. Then you should be able to distort the overlay as described above. If the overlay does not respond, try deleting it and then following the above procedure.

Keyvalues

  • material
The material to overlay.
  • sides
(sidelist) Faces on which the overlay will be applied.
  • RenderOrder
(integer) Higher values render after lower values (on top). This value can be 0–3.
  • StartU, EndU, StartV, EndV
(float) Texture coordinates
  • BasisOrigin
(Vector) Overlay Basis Origin (Read-Only)
  • BasisU
(Vector) Overlay Basis U (Read-Only)
  • BasisV
(Vector) Overlay Basis V (Read-Only)
  • BasisNormal
(Vector) Overlay Basis Normal (Read-Only)
  • uv0, uv1, uv2, uv3
(vector) Overlay Points (Read-Only)