info_overlay_transition
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NoteThis 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.
NoteThese KVs are used by Hammer only; the actual information that VBSP uses to create the overlay is a separate OverlayTransition{} block in the VMF.
info_overlay_transition
is an internal point entity available in all Source games since
Source 2006.
This entity creates a scrolling texture between a displacement and a water brush, so you can create a "wave" effect.
Unlike regular overlays, overlay transitions cannot modified by env_texturetoggle or material_modify_control.

Keyvalues

- Name (targetname) <string>
- Name of this entity. Displayed in Hammer's 2D views and Entity Report.
- Material (material) <material>
- Texture to use with this overlay.
- Brush faces (sides) <sidelist>
- Brush faces on which the overlay will be applied.
- Water faces (sides2) <sidelist>
- Water brush faces on which the overlay will be applied.
- Texcoord Length Start (LengthTexcoordStart) <float>
- Texcoord Length End (LengthTexcoordEnd) <float>
- Texcoord Width Start (WidthTexcoordStart) <float>
- Texcoord Width End (WidthTexcoordEnd) <float>
- Width Land (Width1) <float>
- Width of the overlay on displacements from the coastline, in Hammer units.
- Width Water (Width2) <float>
- Width of the overlay on water from the coastline, in Hammer units.
- Show Debug (DebugDraw) <boolean>
- If set, visualizes overlay width with helper cubes, as well as coastline angles in Hammer.
- Red Cubes - Width Land
- Blue Cubes - Width Water