info_overlay |
| Description |
Lovingly dedicated to curman in #editlife
You cannot place this entity like a normal entity. You must click the Overlay Application Tool icon , then click on a face to apply an overlay to that face. You can then edit the overlay like a normal entity. Also, if you want to move the overlay to a different face, you will most likely have to recreate the overlay entirely, due to the nature of the "Overlay Basis Normal" property.
After you have placed an overlay with the overlay application tool, you can:
- if the overlay application tool is still open, you can drag the overlay's squares around to deform it:

- use the 2D views to rotate and move the overlay like any other entity
- change the overlay's material; all materials should work, even if they don't look right in Hammer, because HL2 can sort things out
- change the overlay's "Render Order" property, allowing up to four overlays to be stacked atop each other
- change the overlay's U Start, U End, V Start, and V End properties to change the overlay texture's size and tiling.
U and V are like X and Y on a flat coordinate plane. In a nutshell, the U Start and V Start control where in the entity's bounding box the overlay texture starts; the U and V End control where the texture ends. (0, 0) is one corner of the overlay, and (1, 1) is another; thus, a start of 0 and an end of 1 will make the overlay stretch to fit the bounding box, because the overlay texture will start at one side of the bounding box and end at the other side.
A start of 0.5 and an end of 1.5 would cause the texture to start halfway across the overlay and wrap itself around, because 1.5 is 1 plus 0.5; the end of the texture would thus be one full overlay and half of an overlay from the left side:
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| Properties |
- "Material" [material(material)] - The material to use for the overlay.
- "Brush faces" [sides(sidelist)] - The face to which to apply the overlay. You should probably leave this alone.
- "Render Order" [RenderOrder(integer)] - Allows up to four overlays to be rendered on top of each other. Higher-numbered overlays will be rendered over lower-numbered overlays.
- "U Start" [StartU(float)] - See the top of this page.
- "U End" [EndU(float)] - See the top of this page.
- "V Start" [StartV(float)] - See the top of this page.
- "V End" [EndV(float)] - See the top of this page.
- "Overlay Basis Origin(Read-Only)" [BasisOrigin(vector)] - Probably controls the location of the overlay in the 2D views. Also used as a relative point for other properties of the overlay. Assigned automatically by Hammer.
- "Overlay Basis U(Read-Only)" [BasisU(vector)] - Probably controls something about the U of the overlay, like the position of (0, 0) relative to the basis origin. Assigned automatically by Hammer.
- "Overlay Basis V(Read-Only)" [BasisV(vector)] - Like Basis U, probably controls something about the V.
- "Overlay Basis Normal(Read-Only)" [BasisNormal(vector)] - A vector from the Basis Origin that controls in which direction the overlay will point. Will not be set automatically. If you want to move the overlay to a different face, you'll have to create a new overlay unless the new face points in the same direction as the old one.
- "Overlay Point 1(Read-Only)" [uv0(vector)] - One of the overlay's four corners, relative to the Basis Origin.
- "Overlay Point 2(Read-Only)" [uv1(vector)] - One of the overlay's four corners, relative to the Basis Origin.
- "Overlay Point 3(Read-Only)" [uv2(vector)] - One of the overlay's four corners, relative to the Basis Origin.
- "Overlay Point 4(Read-Only)" [uv3(vector)] - One of the overlay's four corners, relative to the Basis Origin. |
| Flags |
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This entity has no flags. |
| Inputs |
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This entity cannot accept inputs. |
| Outputs |
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This entity supports no outputs. |
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