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env_texturetoggle

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Env texturetoggle.png
Class hierarchy
CTextureToggle
CPointEntity
CBaseEntity
env_texturetoggle.cpp

env_texturetoggle is a point entity available in all Source Source games. It allows you to change the textures on brush entities or overlays.

Entity Description

LightmappedGeneric
{
  $basetexture "path/to/a/VTF/file/with/multiple/frames"
  Proxies
  {
    ToggleTexture
    {
      ToggleTextureVar         $basetexture
      ToggleTextureFrameNumVar $frame
    }
  }
}

In order for env_texturetoggle to work properly, your overlay or at least one face of your brush must use a VMT material with the ToggleTexture proxy defined and pointing to an animated VTF file with at least two frames.

Such a VMT file could look like the one on the right.

Tip.pngTip:You can fire AddOutput texframeindex # which will change the texture's frame index without needing this entity. (not in Portal 2)
PlacementTip.pngExample: If we have a brush entity named brush and an env_texturetoggle named toggle whose target brush is brush, then we can use any of the following outputs on a func_button to toggle the texture for the brush. The second and third output have the same effect.
  My Output Target Entity Target Input Parameter Delay Only Once
Inputs to toggle textures
Io11.png OnPressed toggle IncrementTextureIndex 0 No
Io11.png OnPressed toggle SetTextureIndex <n> 0 No
Io11.png OnPressed brush AddOutput texframeindex <n> 0 No
Note.pngNote:If a brush has multiple textures with multiple frames, an output will affect all of these textures.
Cpp.pngCode:An entity's texture frame can be set via code using the SetTextureFrameIndex function.

Keyvalues

Name (targetname) <string>
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

Target Brush(es) (target) <targetname>
Name of the brushes or info_overlays. All ToggleTexture materials on all entities (including sprites) matching the targetname will be affected.

Inputs

IncrementTextureIndex <void>
Increments target brush's current texture frame by one. In other words: switches to the next texture.
SetTextureIndex <integer>
Sets target brush's texture frame to the specified index.

See also