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Revision as of 20:02, 23 January 2012 by Killer89 (talk | contribs)

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

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.

Note: If the overlay is set on a spot which has several (over 64) faces near by, the overlay will count these even if the faces arent set to the overlay. This will then cause VSBP to crash on compile with

Abnormal Exit in VBSP ParseLog caught! Catch: in vbsp_finish! - error message.

On spots like this it is recommended to use infodecal - entity instead.

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 info_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.


Name <targetname>
Name of the overlay. Used to access the overlay with an env_texturetoggle.
Material <material>
The material to overlay.
Brush faces <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.
U Start, U End, V Start, V End <float>
Texture coordinates
Overlay Basis Origin (Read-Only) <Vector>
Overlay Basis U (Read-Only) <Vector>
Overlay Basis V (Read-Only) <Vector>
Overlay Basis Normal (Read-Only) <Vector>
Start Fade Dist <float>
Distance at which the overlay starts to fade (<0 = use fademaxdist).
End Fade Dist <float>
Maximum distance at which the overlay is visible (0 = don't fade out).